Constant Story "Antizine - Our American Heritage (Alpha for Public)"; Constant Headline "^(c) 2000, 2006 Nicholas Allen Freeman, nick@junkmagnet.com^"; Constant MAX_SCORE 10000; Constant NUMBER_TASKS 10; Constant OBJECT_SCORE 5; Constant ROOM_SCORE 2; ! possible values for Shiny's state property: Include "Parser"; Include "Verblib"; Object Street_Corner "Street Corner" with name "street" "corner", times_visited 0, distance 5, description "You are on the side of Commerce Drive which runs east and west. To the south, \ there is a dumpster by a wall, behind the computer store. Across the street to \ the northeast, there is a Food Frenzy store. There is a red minivan blocking \ the intersection to the west.", e_to Commerce, w_to Intersection, ne_to Food_Frenzy_Parking_Lot, s_to Behind_Computer_Store has scored light static concealed; Object Intersection "Intersection of B St. and Commerce Drive." with description "As far as you can see up and down B St. are abandoned cars. \ To the south you can see an overturned city bus.", name "intersection", times_visited 0, gasoline_left 0, distance 5, e_to Street_Corner, w_to Commerce_BC, n_to B_St_MC, nw_to "The parking structure is here, but there is no entrance save for the one on Commerce.", sw_to "The movie theater is here, but there is no entrance save for the one on Commerce.", s_to B_St_CW, se_to Behind_Computer_Store has scored static; ! Typical car and its components Class Car with description "A normal car.^", gasoline_left 0, times_visited 0, distance 5, inside_description "Inside of a car.", before [; Take, Remove: "The car is far too heavy to pick up."; Push: "The car can only be pushed if it is set in neutral."; SwitchOn: "Absolutely nothing happens."; ], after [; Enter: "You climb inside the car."; Exit: "You climb out of the car."; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The car door swings open."; Close: "You slam the door shut."; ], with_key Universal_Key, has scored static container switchable openable lockable enterable; Class Car_Ignition with name "slot" "ignition", description [; "A slot for the key to go, with two settings - on and off."; ], has scored concealed container openable open transparent static; Class Car_Front_Seat with name "front" "seat", gasoline_left 0, times_visited 0, distance 5, description "The front seat.", has scored supporter static; Class Car_Back_Seat with name "back" "seat", gasoline_left 0, times_visited 0, distance 5, description "The back seat.", has scored supporter static; Class Car_Wheel with name "steering" "wheel", description "The steering wheel.", before [; Turn: "The steering wheel turns only a few inches, then stops."; Take, Remove: "The steering wheel, while broken, is still attached to the car."; ], has scored supporter static; Class Car_Glove_Box with name "glove" "box" "compartment", gasoline_left 0, times_visited 0, distance 5, description "The glove box.", inside_description [; "The glove box is open."; ], article "the", with_key Universal_Key, has scored static concealed container openable lockable locked; ! end car ! Minivan and its components Object Minivan "red minivan" Intersection with name "red" "minivan" "mini" "van", gasoline_left 0, times_visited 0, distance 5, description "A red minivan, with all windows broken and roof caved in somewhat. It's hard \ to see inside the windows due to the damage.^", inside_description "Inside the van there is glass and blood everywhere. It smells \ of gasoline and motor oil.", before [; Take, Remove: "The minivan is far too heavy to pick up."; Push: "The minivan can only be pushed if it is set in neutral."; SwitchOn: "Absolutely nothing happens."; ], after [; Enter: "You climb inside the minivan."; Exit: "You climb out of the minivan."; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The minivan door slides opens with a whoosh and scrape."; Close: "With great effort, you slide the door shut."; ], with_key Car_Key, has scored static container switchable openable lockable enterable; Object Ignition "ignition" Minivan with name "slot" "ignition", description [; if (Car_key in Ignition) "The ignition contains a key."; "A slot for \ the key to go, with two settings - on and off."; ], has scored concealed container openable open transparent static; Object Front_Seat "front seat" Minivan with name "front" "seat", gasoline_left 0, times_visited 0, distance 5, description "The front seat is covered by the airbag and glass from the caved in windshield.", has scored supporter static; Object Back_Seat "back seat" Minivan with name "back" "seat", gasoline_left 0, times_visited 0, distance 5, description "The back seat is partially destroyed, with springs poking through here and there.", has scored supporter static; Object Wheel "steering wheel" Minivan with name "steering" "wheel", description "The steering wheel is bent sideways, and the airbag has deployed. The ignition \ is also out of place.", before [; Turn: "The steering wheel turns only a few inches, then stops."; Take, Remove: "The steering wheel, while broken, is still attached to the car."; ], has scored supporter static; Object Airbag "airbag" Minivan with name "airbag", article "an", before [; Take, Remove: "The airbag is firmly attached to the steering wheel."; ], description "The air bag is partially deflated, and sags over part of the front seat." has scored supporter static; Object Car_Key "car key" Ignition with name "car" "key", description "a typical silver car key with black plastic on the large end." has scored; Object Glove_Box "glove box" Minivan with name "glove" "box" "compartment", gasoline_left 0, times_visited 0, distance 5, description "The glove box is about the only thing intact after the crash.", inside_description [; if (Map in Glove_Box) "The glove box contains a map."; "The glove box \ is open."; ], article "the", with_key Car_Key, has scored static concealed container openable lockable locked; Object Map "map" Glove_Box with name "map", description "a map of the city." has scored; Object Gear_Shift "gear shift stick" Minivan with name "gear" "shift" "stick", description "a typical shifting mechanism manual 5 speed transmission.", before [; Take, Remove: "The gear shift stick is damaged beyond repair and can't move in any direction."; ], has scored concealed static; Object Trunk "trunk" Intersection with name "trunk", gasoline_left 0, times_visited 0, distance 5, description [; if (self.gasoline_left > 0) "A car trunk with a gasoline stain on the \ carpet."; "A car trunk."; ], with inside_description "inside the trunk.", with_key Car_Key, has scored static concealed container openable lockable locked enterable; Object Blanket "blue blanket" Trunk with name "blue" "blanket", gasoline_left 0, distance 5, description "A small blue blanket." has scored; Object Gas_Container "gas container" Trunk with name "gas" "container" "bottle" "can", gasoline_left 6, description [; if (Gasoline in Gas_Container) "An orange plastic container with \ gasoline inside."; "An orange plastic container."; ], after [; Open: "You twist open the black cap, which dangles around the \ neck, attached by a plastic loop."; Close: "You put the cap back on the container and twist it closed."; ], has scored container openable; Object Gasoline "gasoline" Gas_Container with name "gas" "gasoline" "petrol", description [; if (Gasoline in Gas_Container) {switch(Gas_Container.gasoline_left) { 0: "^It looks just like gasoline"; 1: "^There is a little bit of gasoline left inside the container."; 2: "^There is some gasoline left inside the container."; 3: "^The container is almost half full of gasoline."; 4: "^The container is half full of gasoline."; 5: "^The container is more than half full of gasoline."; 6: "^The container is almost full of gasoline."; } } else "^It looks just like gasoline."; ], article "some", before [; Insert: if (Gas_Container.gasoline_left > 0) {Gas_Container.gasoline_left = Gas_Container.gasoline_left - 1; second.gasoline_left = second.gasoline_left + 1; "You pour some gasoline into ", (the) second, ".";} else {Gas_Container.gasoline_left = 0; second.gasoline_left = 6; move Gasoline to second; give Gasoline static;}; Taste: "It tastes just like gasoline."; Smell: "It smells just like gasoline."; Eat, Drink: "You don't want to do that."; Take, Remove: if (Gas_Container.gasoline_left > 0) {Gas_Container.gasoline_left = Gas_Container.gasoline_left - 1; location.gasoline_left = location.gasoline_left + 1; "You pour the gasoline into your hands, and it slips through \ your fingers and onto the ground.";} else {Gas_Container.gasoline_left = 0; location.gasoline_left = 6; move Gasoline to location; give Gasoline static; "The gasoline has spilled and can't be picked up.";}; ],; Object Hood "hood" Intersection with name "hood", gasoline_left 0, times_visited 0, distance 5, description "A sloping hood, covering the engine.", has scored static concealed container openable; Object Battery "battery" Hood with name "battery", description "A typical car battery."; ! End Minivvan, now for Food Frenzy Object Food_Frenzy "Food Frenzy" with name "food" "frenzy" "parking" "lot", times_visited 0, gasoline_left 0, distance 4, description "Food Frenzy. Inside, you see 10 aisles of items. South to the entrance.", s_to Food_Frenzy_Door has scored light static; Object -> Food_Frenzy_Door "Food Frenzy door" with description "It's a typical automatic glass door found at supermarkets worldwide.", name "food" "frenzy" "automatic" "glass" "door", after [; Unlock: "The Food Frenzy door unlocks with a click."; Lock: "The Food Frenzy door locks with a click."; Open: "You pry open the sliding door."; Close: "With some effort, you close the sliding door."; ], when_closed "The Food Frenzy door is closed.", when_open "The Food Frenzy door is open.", door_to [; if (location==Food_Frenzy_Parking_Lot) return Food_Frenzy; return Food_Frenzy_Parking_Lot; ], door_dir [; if (location==Food_Frenzy) return s_to; return n_to; ], with_key Universal_Key, found_in Food_Frenzy_Parking_Lot Food_Frenzy, has scored static door openable lockable locked; Object Food_Frenzy_Aisle1 "aisle 1" Food_Frenzy with name "aisle" "1" "one", times_visited 0, distance 4, description "Aisle 1 - Soft Drinks", after [; Enter: "You see rows and rows of soft drinks."; ], has scored scenery static enterable; Object Food_Frenzy_Aisle2 "aisle 2" Food_Frenzy with name "aisle" "2" "two", times_visited 0, distance 4, description "Aisle 2 - ", has scored scenery static enterable; Object Food_Frenzy_Aisle3 "aisle 3" Food_Frenzy with name "aisle" "3" "three", times_visited 0, distance 4, description "Aisle 3 items", has scored scenery static enterable; Object Food_Frenzy_Aisle4 "aisle 4" Food_Frenzy with name "aisle" "4" "four", times_visited 0, distance 4, description "Aisle 4 items", has scored scenery static enterable; Object Food_Frenzy_Aisle5 "aisle 5" Food_Frenzy with name "aisle" "5" "five", times_visited 0, distance 4, description "Aisle 5 - Frozen Foods", after [; Enter: "You see tons of frozen foods, all melting."; ], has scored scenery static enterable; Object Food_Frenzy_Aisle6 "aisle 6" Food_Frenzy with name "aisle" "6" "six", times_visited 0, distance 4, description "Aisle 6 items", has scored scenery static enterable; Object Food_Frenzy_Aisle7 "aisle 7" Food_Frenzy with name "aisle" "7" "seven", times_visited 0, distance 4, description "Aisle 7 items", has scored scenery static enterable; Object Food_Frenzy_Aisle8 "aisle 8" Food_Frenzy with name "aisle" "8" "eight", times_visited 0, distance 4, description "Aisle 8 items", has scored scenery static enterable; Object Food_Frenzy_Aisle9 "aisle 9" Food_Frenzy with name "aisle" "9" "nine", times_visited 0, distance 4, description "Aisle 9 items", has scored scenery static enterable; Object Food_Frenzy_Aisle10 "aisle 10" Food_Frenzy with name "aisle" "10" "ten", times_visited 0, distance 4, description "Aisle 10 items", has scored scenery static enterable; Object Food_Frenzy_Parking_Lot "Food Frenzy Parking Lot" with name "food" "frenzy" "parking" "lot", times_visited 0, gasoline_left 0, distance 4, description "The parking lot to Food Frenzy, full of cars. \ North to the entrance. S to commerce. sw \ to street corner, se to overpass.", s_to Commerce, sw_to Street_Corner, n_to Food_Frenzy_Door, se_to Intersection_A_C has scored light static; ! End Food Frenzy Object Intersection_A_C "Intersection of A St. and Commerce Drive" with name "intersection" "a" "commerce" "drive", gasoline_left 0, times_visited 0, distance 3, description "There is a freeway overpass, and a large shopping mall beyond, \ to the east. The freeway offramp is to the northeast, and the \ onramp to the south east. A St. continues to the north and south.", w_to Commerce, e_to Overpass, n_to A_St_MC, ne_to Freeway, nw_to Food_Frenzy_Parking_Lot, sw_to Commerce, se_to South_Freeway, s_to A_St_CW, has scored light static; Object Overpass "Overpass" with name "overpass", gasoline_left 0, times_visited 0, distance 2, description "Fairview Shopping Mall is to the east, and Commerce Drive continues to the \ west.", w_to Intersection_A_C, e_to Mall_Parking_Lot, has scored light static; Object Shoplifter_Trail "Shoplifter Trail" with name "shoplifter" "trail", gasoline_left 0, times_visited 0, distance 2, description "Shoplifter trail through the bushes and trees which border the \ freeway, with the far end of the mall parking lot to N. Freeway \ to the west.", w_to Freeway, n_to North_Mall_Parking_Lot, cant_go "On either side of this narrow trail are the thick bushes and trees which line the \ freeway. They are terribly impassible.", has light static; Object -> Bushes "bushes" with name "thick" "bushes" "trees", gasoline_left 0, description "The bushes, and trees above them, are overgrown and impossible to enter.", has scored pluralname static; Object Computer_Store "Computer Store" with name "computer" "store", times_visited 0, gasoline_left 0, distance 4, description "An almost entirely destroyed computer store, with exit to north.", n_to Commerce has scored light static; Object -> Computer_Store_Door "Computer Store door" with description "It's a glass, sliding door.", name "computer" "store" "door" "sliding", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door slides opens with a slight scraping noise."; Close: "With great effort, you slide the door shut.";], when_closed "The Computer Store door is closed.", when_open "The Computer Store door is open.", door_to [; if (location==Commerce) return Computer_Store; return Commerce; ], door_dir [; if (location==Commerce) return s_to; return n_to; ], with_key Universal_Key, found_in Commerce Computer_Store, has scored static door openable open lockable; Object Shopping_Cart "shopping cart" with name "shopping" "cart" "food" "frenzy", gasoline_left 0, times_visited 0, description "A typical, metal Food Frenzy shopping cart.", describe [; print "^A shopping cart is here"; if (child(self)==1) ". It has a handle attached."; print ". Inside you can see "; WriteListFrom(child(self), ENGLISH_BIT); ", which is of course attached."; ], inside_description "The world always looks better from inside a shopping cart.", before [; Take, Remove: "The shopping cart is too heavy to pick up. You can push it, though."; Push: "Take the handle and pick a direction before you push."; PushDir: AllowPushDir(); rtrue; ], after [; Enter: "You climb inside the shopping cart."; Exit: "You climb out of the shopping cart."; PushDir: if (second==s_obj) "The cart slowly squeaks southward."; if (second==n_obj) "The cart slowly squeaks northward."; if (second==e_obj) "The cart slowly squeaks eastward."; if (second==w_obj) "The cart slowly squeaks westhward."; if (second==sw_obj) "The cart slowly squeaks southwestward."; if (second==se_obj) "The cart slowly squeaks southeastward."; if (second==nw_obj) "The cart slowly squeaks northwestward."; if (second==ne_obj) "The cart slowly squeaks northeastward."; ], has scored container open transparent enterable; Object Shopping_Cart_Handle "handle" Shopping_Cart with name "handle", description "A typical, metal Food Frenzy shopping cart handle with \ a green plastic coating.", before [; Take, Remove: "You grab a hold of the handle, which is firmly attached to the cart."; ], has scored scenery static; Object North_Mall_Parking_Lot "North End of Mall Parking Lot" with name "mall" "parking" "lot" "north" "end", gasoline_left 0, times_visited 0, distance 1, description "The lot is full of empty cars. The back of the mall is to the east, and \ the main section of the parking lot is to the south, with a Circle X store \ to the southeast. The shoplifter trail cuts through bushes to the west.", w_to Shoplifter_Trail, se_to Circle_X, s_to Mall_Parking_Lot, e_to Back_Of_Mall has scored light static; Object Mall_Parking_Lot "Mall Parking Lot" with name "mall" "parking" "lot", gasoline_left 0, times_visited 0, distance 1, description "The lot is full of empty cars. Continuing on to the east there is a Circle X \ store, with doors broken off their hinges. The back of the mall is to the \ northeast, and the front of the mall is to the southeast.", n_to North_Mall_Parking_Lot, nw_to Freeway, ne_to Back_Of_Mall, se_to Front_Of_Mall, sw_to South_Freeway, e_to Circle_X, w_to Overpass has scored light static; Object East_Mall_Parking_Lot "East Mall Parking Lot" with name "mall" "parking" "lot" "east", gasoline_left 0, times_visited 0, distance 2, description "The eastern lot is full of empty cars. There is an alley to the northwest which \ runs behind the mall. There is an unmarked door to the west. \ The front of the mall is to the SW.", nw_to Back_Of_Mall_Alley, w_to East_Stairway_Door, sw_to Front_Of_Mall has scored light static; Object -> East_Stairway_Door "east stairway door" with description "It's a door.", name "east" "stairway" "door" "stairs", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens with a squeak."; Close: "The door closes with a squeak.";], when_closed "The east stairway door is closed.", when_open "The east stairway door is open.", door_to [; if (location==East_Mall_Parking_Lot) return East_Stairway; return East_Mall_Parking_Lot; ], door_dir [; if (location==East_Stairway) return e_to; return w_to; ], with_key Universal_Key, found_in East_Mall_Parking_Lot East_Stairway, has scored static door openable lockable locked; Object Back_Of_Mall_Alley "Back of Mall Alley" with name "back" "of" "mall" "alley", gasoline_left 0, times_visited 0, distance 1, description "A narrow alley which travels around the back of the mall, allowing trucks access \ to various loading docks. It circles around to another parking area on the east \ side of the mall.", w_to Back_Of_Mall, e_to East_Mall_Parking_Lot has scored light static; Object Back_Of_Mall "Back of Mall" with name "back" "of" "mall", gasoline_left 0, times_visited 0, distance 0, description "The back of mall is very nondescript, a few stories tall with no windows. \ Strangely, there is a bundle of thick, black wires leading from a satellite \ dish barely visible on the roof to the ground, and then through the doorway. \ They clearly don't belong there.^^\ The mall parking lot is to the west and southwest, and there is a door \ to the south. An alley which runs the length of the back of the mall continues \ on to the east.", sw_to Mall_Parking_Lot, e_to Back_Of_Mall_Alley, w_to North_Mall_Parking_Lot, s_to Back_Stairway_Door has scored light static; Object -> Back_Stairway_Door "back stairway door" with description "It's a door.", name "back" "stairway" "door" "stairs", after [; Open: "The door opens with a squeak."; Close: "The door closes with a squeak, but does not shut entirely \ due to the bundle of wires.";], when_closed "The back stairway door is closed.", when_open "The back stairway door is open.", door_to [; if (location==Back_Of_Mall) return Back_Stairway; return Back_of_Mall; ], door_dir [; if (location==Back_Stairway) return n_to; return s_to; ], found_in Back_Of_Mall Back_Stairway, has scored static door openable; Object Black_Wires "bundle of black wires" with name "bundle" "black" "wires" "wire" "of", description "A bundle of black wires joined together by silver duck tape.", before [; Take, Remove: "The wires are firmly attached to each other and all surfaces they touch by \ duck tape."; Climb: "The wires cannot support your weight, so you give up."; ], found_in Back_Of_Mall Back_Stairway Back_Stairway_Door Mall_Administration Mainframe_Room_Door Mainframe_Room, has scored concealed static; Object Colored_Wires "bundle of colored wires" with name "bundle" "colored" "wires" "wire" "of", description "A thick bundle of colored wires joined together by silver duck tape.", before [; Take, Remove: "The wires are firmly attached to each other and all surfaces they touch by \ duck tape."; Climb: "The wires cannot support your weight, so you give up."; ], found_in Mainframe_Room_Door Mainframe_Room Mall_Administration Administration_Hallway Front_Stairway Front_Stairway_Door, has scored concealed static; Object Back_Stairway "Back Stairway" with name "back" "stairway" "stairs", gasoline_left 0, times_visited 0, distance 0, description "A series of stairs leading from the back of the mall into administration. \ The bundle of wires trails up the stairs, and is attached to the wall by \ more duck tape.", d_to Back_Stairway_Door, u_to Mall_Administration has scored static; Object Mall_Administration "Mall Administration" with name "mall" "administration", gasoline_left 0, times_visited 0, distance 0, description "The mall administration area looks to be a typical office, only without \ any windows. The bundle of wires runs along the floor down the stairway \ and continues on to the Mainframe Room to the south. Another bundle of \ colored wires runs from the mainframe room down a hallway lying \ to the east.", s_to Mainframe_Room_Door, n_to Back_Stairway, e_to Administration_Hallway has scored static; Object -> Mainframe_Room_Door "mainframe room door" with description "It's a door with a glass window.", name "mainframe" "room" "door" "glass" "window", after [; Open: "The door opens silently."; Close: "The door closes silently, but is stopped partially by the \ bundles of black and colored wires.";], when_closed "The mainframe room door is closed.", when_open "The mainframe room door is open.", door_to [; if (location==Mall_Administration) return Mainframe_Room; return Mall_Administration; ], door_dir [; if (location==Mainframe_Room) return n_to; return s_to; ], found_in Mall_Administration Mainframe_Room, has scored static door openable; Object Desk "desk" Mall_Administration with name "desk", gasoline_left 0, distance 0, description "A typical office desk", inside_description "The desk easily supports your weight.", before [; Take, Remove: "The desk is too heavy to pick up."; Push: "The desk is too heavy to push."; ], after [; Climb, Enter: "You get on the desk"; Exit: "You jump down off the desk with a thud."; ], has scored static supporter enterable; Object -> Drawer "drawer" with name "drawer", gasoline_left 0, description "a desk drawer", has scored container openable static; Object Copy_Machine "copy machine" Mall_Administration with name "copy" "machine" "copier", gasoline_left 0, times_visited 0, distance 0, description "A normal office-sized copier, with a lid protecting the copy glass, \ and a green copy button.", before [; Push, Take, Remove: "The copy machine is firmly attached to the floor, and probably \ is too heavy to move, anyway."; SwitchOn: "Absolutely nothing happens."; ], after [; Open: "You open the copy machine lid, revealing the glass."; Close: "You close the copy machine lid."; Enter, Climb: "You get on the copier, and it seems to barely support your weight."; Exit: "You get off of the copier."; ], has scored enterable openable static supporter switchable; Object -> Copy_Button "copy button" with name "green" "button" "copy", Before [; Push: "Absolutely nothing happens. which isn't suprising, what with the \ lack of power and all."; SwitchOn: "Absolutely nothing happens."; ], has switchable concealed static; Object Chair "office chair" Mall_Administration with name "office" "chair", gasoline_left 0, times_visited 0, description "An office chair without wheels.", before [; Push: "Just take the chair and drop it where you want to use it."; ], after [; Enter, Climb: "You get on the chair."; Exit: "You get out of the chair."; Take, Remove: "You take the chair, but it is far too heavy to carry far."; ], has scored supporter transparent enterable; Object Universal_Key "universal key" with name "universal" "key", article "an", description "A small key with circuitry embedded in the shaft.", has scored; Object Mall_Security "Mall Security Office" with name "mall" "security" "office", gasoline_left 0, times_visited 0, distance 0, description "Mall security office, S to administration hallway.", s_to Mall_Security_Door, has scored static; Object -> Mall_Security_Door "mall security office door" with description "It's a door with a glass window.", name "mall" "security" "office" "door" "glass" "window", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens silently."; Close: "The door closes silently.";], when_closed "The mall security office door is closed.", when_open "The mall security office door is open.", door_to [; if (location==Administration_Hallway_East) return Mall_Security; return Administration_Hallway_East; ], door_dir [; if (location==Mall_Security) return s_to; return n_to; ], with_key Universal_Key, found_in Administration_Hallway_East Mall_Security, has scored static door openable lockable locked; Object Security_Desk "desk" Mall_Security with name "desk", gasoline_left 0, times_visited 0, distance 0, description "A typical office desk", inside_description "The desk easily supports your weight.", before [; Take, Remove: "The desk is too heavy to pick up."; Push: "The desk is too heavy to push."; ], after [; Climb, Enter: "You get on the desk"; Exit: "You jump down off the desk with a thud."; ], has scored static supporter enterable; Object -> Security_Drawer "drawer" with name "drawer", gasoline_left 0, description "a desk drawer", has scored container openable static; Object Security_Monitors "security camera monitor system" Mall_Security with name "security" "camera" "monitor" "monitors" "bank" "system", description "A bank of 12 security camera monitors which overlook all signifigant parts of \ the mall, at least when there's power.^", Before [; Take, Remove, Push: "The monitors are firmly attached to the wall."; SwitchOn: "Absolutely nothing happens. which isn't suprising, what with the \ lack of power and all."; ], has scored static switchable; Object Security_Chair "office chair" Mall_Security with name "office" "chair", gasoline_left 0, times_visited 0, description "An office chair without wheels.", before [; Push: "Just take the chair and drop it where you want to use it."; ], after [; Enter, Climb: "You get on the chair."; Exit: "You get out of the chair."; Take, Remove: "You take the chair, but it is far too heavy to carry far."; ], has scored supporter transparent enterable; Object Administration_Hallway_East "East Administration Hallway", with description "A long hallway which continues on to the west. A stairway \ leading to the eastern parking lot is to the east. The Mall Security office is \ to the north", gasoline_left 0, times_visited 0, distance 0, e_to East_Stairway, w_to Administration_Hallway, n_to Mall_Security_Door has scored static; Object East_Stairway "East Stairway" with name "east" "stairway" "stairs", gasoline_left 0, times_visited 0, distance 0, description "A series of stairs leading from the administration area hallway \ to the eastern parking lot.", d_to East_Stairway_Door, u_to Administration_Hallway_East has scored static; Object Administration_Hallway "Administration Hallway", with name "administration" "hallway", gasoline_left 0, times_visited 0, distance 0, description "A long curving hallway connecting the administration area (w) to the \ front stairway (s). A bundle of colored wires runs from the administration area down the \ stairs. The hallway continues on to the east.", s_to Front_Stairway, w_to Mall_Administration, e_to Administration_Hallway_East has scored static; Object Mainframe_Room "Mainframe Room" with name "mainframe" "room", gasoline_left 0, times_visited 0, distance 0, description "Mainframe room, with the bundle of black wires finally ending at the large \ computer. Another bundle of colored wires trails from the computer back into \ the mall administration to the north.", n_to Mainframe_Room_Door has scored static; Object Mainframe "mainframe computer" Mainframe_Room with name "mainframe" "computer", description "A large mainframe computer, with the bundle of wires attached to various ports.\ It has a recessed green 3 pronged power plug.^", before [; Take, Push, Pull, Turn: "The mainframe is too heavy to move."; ], after [; SwitchOn: if (Gas_Generator hasnt on) <>; else if (Extension_Cord_Socket in Mainframe_Power_Socket) {if (Extension_Cord_Plug in Generator_Power_Socket) {move Extension_Cord to location; "^The mainframe turns on.";}}; SwitchOff: "^The mainframe computer is off."; ], daemon [; if (Mainframe has on) if (player in Mainframe_Room) if (Gas_Generator hasnt on) <>; else if (Extension_Cord_Socket notin Mainframe_Power_Socket) <>; else if (Extension_Cord_Plug notin Generator_Power_Socket) <>; ], when_on "The mainframe computer is on.", when_off "The mainframe computer is off.", has scored static switchable; Object Mainframe_Power_Socket "green mainframe power plug" Mainframe_Room with name "green" "mainframe" "power" "plug", describe [; if (Extension_Cord_Socket in Mainframe_Power_Socket) "^The recessed green \ mainframe power plug has a blue extension cord socket inserted \ inside.";], description [; if (Extension_Cord_Socket in Mainframe_Power_Socket) "A recessed green \ mainframe power plug with a blue extension cord socket inserted \ inside."; "A recessed green three prong power plug"; ], has scored static container openable open; Object Front_Stairway "Front Stairway" with name "front" "stairway" "stairs", gasoline_left 0, times_visited 0, distance 0, description "A series of stairs leading from the administration area of the \ mall to the interior courtyard. The bundle of colored wires trails down \ the stairs and through the door at the bottom.", d_to Front_Stairway_Door, u_to Administration_Hallway has scored static; Object Mall_Courtyard "Mall Courtyard" with name "mall" "courtyard", gasoline_left 0, times_visited 0, distance 0, description "A large mall courtyard, w to Circle X, n to Front Stairway, s to front of mall. \ A bundle of colored wires trails from the center of the courtyard and through \ a door.", n_to Front_Stairway_Door, w_to Circle_X_Metal_Gate, s_to Front_Mall_Door has scored light static; Object -> Front_Stairway_Door "front stairway door" with description "It's a door.", name "front" "stairway" "door" "stairs", after [; Open: "The door opens with a squeak."; Close: "The door closes with a squeak, but does not shut entirely \ due to the bundle of wires.";], when_closed "The front stairway door is closed.", when_open "The front stairway door is open.", door_to [; if (location==Mall_Courtyard) return Front_Stairway; return Mall_Courtyard; ], door_dir [; if (location==Front_Stairway) return s_to; return n_to; ], found_in Mall_Courtyard Front_Stairway, has scored static door openable; Object End_Colored_Wires "bundle of colored wires" Mall_Courtyard with name "bundle" "colored" "wires" "wire" "of", description "A thick bundle of colored wires joined together by silver duck tape, and \ firmly taped to the floor. At the end there are 4 large plugs, attached \ to a red, yellow, green, and blue wire.", before [; Take, Remove: "You pick up the end of the bundle of wires."; ], has scored concealed static; Object Red_Wire "red wire" Mall_Courtyard with name "red" "wire" "ethernet" "plug", description "A thick red wire ending with an ethernet plug.", before [; Take, Remove: "You take the red wire by the plug."; ], has scored static concealed; Object Yellow_Wire "yellow wire" Mall_Courtyard with name "yellow" "wire" "ethernet" "plug", description "A thick yellow wire ending with an ethernet plug.", before [; Take, Remove: "You take the yellow wire by the plug."; ], has scored static concealed; Object Green_Wire "green wire" Mall_Courtyard with name "green" "wire" "ethernet" "plug", description "A thick green wire ending with an ethernet plug.", before [; Take, Remove: "You take the green wire by the plug."; ], has scored static concealed; Object Blue_Wire "blue wire" Mall_Courtyard with name "blue" "wire" "ethernet" "plug", description "A thick blue wire ending with an ethernet plug.", before [; Take, Remove: "You take the blue wire by the plug."; ], has scored static concealed; Object Sculpture "sculpture" Mall_Courtyard with name "sculpture" "squirrels" "chicken", description "A large sculpture that sits in the center of the mall courtyard, \ under a skylight, with seating area all around. It is titled ~Our American Heritage,~ \ and looks to you like a bunch of squirrels devoiring a large chicken.", before [; Take, Push, Pull, Turn: "The sculpture is far too heavy to move."; Climb: "Unfortunately, there is no place on the sculpture to get a hand-hold.";], has scored static; Object Front_Of_Mall "Front of Mall" with name "front" "of" "mall", gasoline_left 0, times_visited 0, distance 1, description "Front of mall. NW to Mall parking Lot, NE to east parking lot.", nw_to Mall_Parking_Lot, ne_to East_Mall_Parking_Lot, n_to Front_Mall_Door has scored light static; Object -> Front_Mall_Door "front mall door" with description "It's a glass door separating the mall from the rest of the world.", name "front" "mall" "door", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door swings open."; Close: "The door swings shut.";], when_closed "The front mall door is closed.", when_open "The front mall door is open.", door_to [; if (location==Mall_Courtyard) return Front_Of_Mall; return Mall_Courtyard; ], door_dir [; if (location==Front_Of_Mall) return n_to; return s_to; ], with_key Universal_Key, found_in Mall_Courtyard Front_Of_Mall, has scored static door openable lockable locked; ! Freeway and its parts Object Freeway "Freeway, north of Overpass" with name "freeway", gasoline_left 0, times_visited 0, distance 3, description "The 6 lane freeway is full of stopped and abandoned cars. The intersection \ is to the southwest, and the freeway continues on to the north and south. There \ is a small opening in the bushes to the east, and the mall parking lot can be \ reached by an onramp to the southeast.", sw_to Intersection_A_C, se_to Mall_Parking_Lot, s_to Under_Overpass, e_to Shoplifter_Trail, cant_go "The trees which border the freeway are impassable." has scored light static; Object South_Freeway "Freeway, south of Overpass" with name "freeway", gasoline_left 0, times_visited 0, distance 3, description "All of the cars are stopped and abandoned. n to under overpass \ nw to intersection AC, ne to Mall Parking Lot, sw to more freeway.", nw_to Intersection_A_C, ne_to Mall_Parking_Lot, n_to Under_Overpass, cant_go "The trees which border the freeway are impassable.", sw_to South_Freeway2 has scored light static; Object South_Freeway2 "Freeway, south of Computer Store" with name "freeway", gasoline_left 0, times_visited 0, distance 4, description "All of the cars are stopped and abandoned. ne to south freeway \ w to freeway south of movie theater.", w_to South_Freeway3, cant_go "The trees which border the freeway are impassable.", ne_to South_Freeway has scored light static; Object South_Freeway3 "Freeway, south of Movie Theater" with name "freeway", gasoline_left 0, times_visited 0, distance 5, description "All of the cars are stopped and abandoned. w to under C St. overpass \ nw to C St.", w_to Under_C_Overpass, e_to South_Freeway2, cant_go "The trees which border the freeway are impassable.", nw_to Intersection_C_W has scored light static; Object Under_C_Overpass "Freeway, under C St. Overpass" with name "freeway", gasoline_left 0, times_visited 0, distance 6, description "All of the cars are stopped and abandoned.", e_to South_Freeway3, w_to South_Freeway4 has scored light static; Object South_Freeway4 "Freeway, south of Willow stuff" with name "freeway", gasoline_left 0, times_visited 0, distance 7, description "All of the cars are stopped and abandoned. n to under C St. overpass \ nw to C St.", e_to Under_C_Overpass, w_to South_Freeway5, cant_go "The trees which border the freeway are impassable.", ne_to Intersection_C_W has scored light static; Object South_Freeway5 "Freeway, south of Willow stuff" with name "freeway", gasoline_left 0, times_visited 0, distance 8, description "All of the cars are stopped and abandoned.", e_to South_Freeway4, cant_go "The trees which border the freeway are impassable.", w_to East_Bridge, has scored light static; Object East_Bridge "Eastern end of bridge" with name "east" "eastern" "bridge", gasoline_left 0, times_visited 0, distance 9, description "All of the cars are stopped and abandoned.", e_to South_Freeway5, has scored light static; Object Under_Overpass "Under Overpass" with name "under" "overpass", gasoline_left 0, times_visited 0, distance 3, description "All of the cars are stopped and abandoned. N to freeway \ s to south freeway.", n_to Freeway, s_to South_Freeway has scored light static; ! Freeway parts end ! Willow Avenue and A st. Object Intersection_A_W "Intersection of A St. and Willow Ave." with description "As far as you can see up and down A St. are abandoned, burning cars. \ The freeway trees are to the east, Willow continues to the west.", name "intersection" "a" "willow", gasoline_left 0, times_visited 0, distance 3, e_to "The bushes and trees which border the freeway are in this direction. They are \ impassible.", w_to Willow, N_to A_St_CW has scored static; Object A_St_CW "A St. between Commerce and Willow" with name "A" "st." "street", gasoline_left 0, times_visited 0, distance 3, description "A four lane street travelling north/south. There is nothing much here \ on the east side of the Computer Store. Commerce Drive is to the north, \ Willow Ave. to the south.", w_to "All that is here is the east wall of the computer store. It has no windows or doors.", e_to "The bushes and trees which border the freeway are in this direction. They are \ impassible.", s_to Intersection_A_W, n_to Intersection_A_C, has scored static; Object Willow "Willow Avenue between A St. and B. St." with name "willow" "ave." "avenue", gasoline_left 0, times_visited 0, distance 3, description "There is nothing much behind the computer store to the north. B St. \ lies to the west, A St. to the east.", n_to "All that is here is the south wall of the computer store. It has no windows or doors.", e_to Intersection_A_W, w_to Intersection_B_W has scored static; Object Behind_Computer_Store "Behind the Computer Store" with name "behind" "computer" "store", gasoline_left 0, times_visited 0, distance 4, description "There is nothing much behind the computer store to the east, except a open \ dumpster. The dumpster is large, brown and metal, \ as most dumpsters are. The space behind the dumpster is accessible \ to the south. B St. lies to the west.", n_to Street_Corner, e_to "All that is here is the west wall of the computer store. It has no windows or doors.", s_to Behind_Dumpster, nw_to Intersection, w_to B_St_CW has scored static; Object B_St_CW "B St. between Commerce and Willow" with name "B" "st." "street", gasoline_left 0, times_visited 0, distance 5, description "A four lane street travelling north/south. There is an abandoned red minivan \ in the intersection to the north, and the side of a computer store to the east.", n_to Intersection, e_to Behind_Computer_Store, w_to "The movie theater is here, but there is no entrance save the one on Commerce.", s_to Intersection_B_W has scored static; Object Intersection_B_W "Intersection of B St. and Willow Ave." with description "As far as you can see up and down B St. are abandoned, burning cars. \ Willow continues to the east and west.", name "intersection" "b" "Willow", gasoline_left 0, times_visited 0, distance 5, e_to Willow, nw_to "The movie theater is here, but there is no entrance save the one on Commerce.", w_to Willow_BC, n_to B_St_CW has scored static; ! Market Street and B and A continued (surrounding Food Frenzy) Object Intersection_B_M "Intersection of B St. and Market St." with description "As far as you can see up and down B St. are abandoned, burning cars. \ Market continues to the east and west.", name "intersection" "market" "b", gasoline_left 0, times_visited 0, distance 5, e_to Market, sw_to "The parking structure is here, but there is no entrance save the one on Commerce.", w_to Market_BC, s_to B_St_MC has scored static; Object Intersection_A_M "Intersection of A St. and Market St." with description "As far as you can see up and down A St. are abandoned, burning cars. \ Market continues to the west.", name "intersection" "market" "a", gasoline_left 0, times_visited 0, distance 3, w_to Market, e_to "The bushes and trees which border the freeway are in this direction. They are \ impassible.", s_to A_St_MC has scored static; Object B_St_MC "B St. between Market and Commerce." with description "As far as you can see up and down B St. are abandoned, burning cars. \ Market is to the North, Commerce to the south.", name "b" "street" "st.", gasoline_left 0, times_visited 0, distance 5, e_to "The west wall of the Food Frenzy store is here. It has no windows or doors.", w_to "The parking structure is here, but there is no entrance save the one on Commerce.", s_to Intersection, n_to Intersection_B_M has scored static; Object A_St_MC "A St. between Market and Commerce." with description "As far as you can see up and down A St. are abandoned, burning cars. \ Market is to the North, Commerce to the south.", name "b" "street" "st.", gasoline_left 0, times_visited 0, distance 3, w_to "The east wall of the Food Frenzy store is here. It has no windows or doors.", e_to "The bushes and trees which border the freeway are in this direction. They are \ impassible.", s_to Intersection_A_C, n_to Intersection_A_M has scored static; Object Market "Market Street between A St. and B. St." with name "market" "st." "street", gasoline_left 0, times_visited 0, distance 4, description "There is nothing much behind the Food Frenzy store to the south. B St. \ lies to the west, A St. to the east.", s_to "All that is here is the north wall of the Food Frenzy. It has no windows or doors, \ and the dumpsters are aparently locked up behind enclosures.", e_to Intersection_A_M, w_to Intersection_B_M, has scored static; ! end Market Street Object Median_CW "grassy median" B_St_CW with name "median" "grassy" "grass", gasoline_left 0, times_visited 0, distance 5, description "A raised strip of grass in the middle of B St., with cement edges.", has scored static supporter enterable; Object Median_MC "grassy median" B_St_MC with name "median" "grassy" "grass", gasoline_left 0, times_visited 0, distance 5, description "A raised strip of grass in the middle of B St., with cement edges.", has scored static supporter enterable; ! Bus Stops Object Bus_Stop_Bench_CW "bus stop bench" B_St_CW with name "bus" "stop" "bench", gasoline_left 0, times_visited 0, distance 5, description "A normal wooden bus stop bench, painted green, with cement supports.", before [; Take, Push, Pull, Turn: "The bench is firmly attached to the ground."; ], has scored static supporter enterable; Object Bus_Stop_Sign_CW "bus stop sign" B_St_CW with name "bus" "stop" "sign" "pole", gasoline_left 0, times_visited 0, distance 5, description "A metal pole painted green, with a blue and white sign on top. \ The sign says - 41, 37, 5A.", before [; Take, Push, Pull, Turn: "The pole stays fixed to the ground, but the sign \ trembles slightly due to your effort."; Climb: "The pole is too short to climb - you simply wrap around it tighty."; ], has scored static; Object Bus_Stop_Bench_MC "bus stop bench" A_St_MC with name "bus" "stop" "bench", gasoline_left 0, times_visited 0, distance 3, description "A normal wooden bus stop bench, painted green, with cement supports.", before [; Take, Push, Pull, Turn: "The bench is firmly attached to the ground."; ], has scored static supporter enterable; Object Bus_Stop_Sign_MC "bus stop sign" A_St_MC with name "bus" "stop" "sign" "pole", gasoline_left 0, times_visited 0, distance 3, description "A metal pole painted green, with a blue and white sign on top. \ The sign says - 15, 26.", before [; Take, Push, Pull, Turn: "The pole stays fixed to the ground, but the sign \ trembles slightly due to your effort."; Climb: "The pole is too short to climb - you simply wrap around it tighty."; ], has scored static; ! end bus stops, beginning bus Object City_Bus "overturned city bus" B_St_CW with name "overturned" "city" "bus" "5A" "emergency" "exit" "hatch", article "an", gasoline_left 0, times_visited 0, distance 5, description "An overturned city bus lying on its right side, straddling the median \ and thus blocking traffic in both directions, if it was still flowing. \ The signs indicate that it was the 5A line. The damage to it is massive. \ All of the doors are blocked due to the accident, but there is an \ emergency exit accessible via the roof.^", inside_description "Inside the bus there is glass, blood and smoke everywhere, although \ all passengers seemed to have escaped. It smells of gasoline \ and motor oil.", before [; Take, Remove: "The bus is far too heavy to pick up."; Climb: "You try to climb up on top of the bus (actually on its side), but you can't - \ it's just too high."; Push: "The bus is totalled, and clearly isn't moving anywhere."; SwitchOn: "Absolutely nothing happens."; ], after [; Enter: "You climb inside the bus via the emergency exit."; Exit: "You climb out of the emergency exit."; Open: "The emergency exit hatch opens outward slowly, allowing just enough room for \ you to squeeze past."; Close: "You close the emergency exit hatch."; ], has scored static container openable enterable; Object Drivers_Seat "driver's seat" City_Bus with name "driver" "driver^s" "seat", gasoline_left 0, times_visited 0, distance 5, description "The driver's seat is covered by glass from the caved in windshield \ along with the driver's bloody and torn jacket, which he left behind.", has scored supporter static; Object Windshield "windshield" City_Bus with name "wind" "shield" "windshield", distance 5, description "The windshield is cracked in a number of places, with a few gaping rock-sized holes.", has scored static; Object Drivers_Jacket "bus driver's jacket" City_Bus with name "bus" "driver^s" "driver" "jacket", gasoline_left 0, distance 5, description "It's a typical blue uniform jacket, except for the blood stains.", before [; Turn, Take, Remove: "The jacket is caught up in the wreckage and can't be removed."; ], has scored static; Object Bus_Wheel "steering wheel" City_Bus with name "steering" "wheel", distance 5, description "The large steering wheel is detached from the floor, and lays caught in the \ brake and gas petals, along with intruding engine bits.", before [; Turn: "The steering wheel can't turn, since it's detached from the bus."; Take, Remove: "The steering wheel is hopelessly caught up in the bus's wreckage."; ], has scored static; Object Fair_Box "fair box" City_Bus with name "fair" "collection" "box", gasoline_left 0, times_visited 0, distance 5, description "The glass-topped fairbox is broken open, and any collected money has already \ been removed.", before [; Turn, Take, Remove: "The fair box, while broken, is still firmly attached to the bus."; ], has scored static; Object Bus_Seats "bus seats" City_Bus with name "bus" "seats", gasoline_left 0, times_visited 0, distance 5, description "The bus seats are terribly torn up and thrown out of place, some sticking through \ windows, the others detached and lying in a pile on the floor. Due to \ the wreckage, you can't even crawl back into the rest of the bus.", has scored supporter pluralname static; Object Dumpster "dumpster" Behind_Computer_Store with name "dumpster" "garbage", gasoline_left 0, times_visited 0, distance 5, description "The dumpster is pretty high. There is enough room behind \ it to hide. You might be able to enter the dumpster if you \ try.", inside_description "The dumpster is filled with food scraps and \ masses of frayed coaxal cable. It is a mess, but you feel safe from the crowds. \ All of the food is clearly inedible.", before [; Take, Push, Pull, Turn: "The dumpster is too heavy to move."; ], has scored scenery enterable static; Object Cable "coaxal cable" dumpster with name "coax" "coaxal" "cable" "length", description "a 3 foot length of coaxal cable" has scored; Object Behind_Dumpster "Behind Dumpster" with name "behind" "dumpster", gasoline_left 0, times_visited 1, distance 5, description "It is very dark and smelly here. The dumpster is angled against a wall, with \ enough space to squeeze by to the north.", n_to Behind_Computer_Store, cant_go "The only way out from behind the dumpster is north.", has scored static; Object Paper "small piece of paper" Behind_Dumpster with name "small" "piece" "paper", gasoline_left 0, description "The paper says: Sasha is coming", has scored container openable; Object Glasses "pair of glasses" Street_Corner with name "glasses" "pair", gasoline_left 0, description "A normal-looking pair of glasses, with clear, plastic frames.", before [; wear: move Glasses to player; "You put on the glasses, and they fit perfectly."; ], has scored; Object Circle_X "Circle X" with name "circle" "x" "store", gasoline_left 0, times_visited 0, distance 1, description "A large, imposing store. The automatic doors are jammed open \ and exit westward. To the east is the mall courtyard.", w_to Mall_Parking_Lot, nw_to North_Mall_Parking_Lot, e_to Circle_X_Courtyard_Door has scored static; ! Generator and its parts, beginning (what should be concealed?) Object Gas_Generator "orange gas powered generator" Circle_X with name "orange" "gas" "powered" "generator", gasoline_left 0, description "An orange generator about the size of a microwave oven, with a pull cord \ with handle attached, and a hole to put gasoline in. There also \ is a a black generator power socket to insert a standard 3 pronged power plug.^", describe [; if (self hasnt on) "^The orange gas powered generator sits on the ground."; "^The orange gas powered generator sits on the ground, humming."; ], After [; SwitchOn: if (Gas_Generator.gasoline_left == 0) {<>;} else "The generator turns on."; SwitchOff: "The generator is off."; ], when_on "The gas generator is generating quite nosily.", has scored container openable open switchable transparent; Object Generator_Power_Socket "black generator power socket" Gas_Generator with name "black" "generator" "power" "socket" "plug", description [; if (Extension_Cord_Plug in Generator_Power_Socket) "A three prong power \ plug socket, which contains a plug."; "A three prong power \ plug socket."; ], has scored container transparent openable open static; Object Extension_Cord "black three pronged extension cord" Computer_Store with name "black" "3" "three" "prong" "pronged" "extension" "cord", description "A long, black three pronged extension cord, with a red plug at one end, \ a blue socket in the other.", Before [; Take, Remove: if (player in location) {move Extension_Cord to player; move Extension_Cord_Plug to player; move Extension_Cord_Socket to player; "You take the black extension cord.";}; Drop: if (player in location) {move Extension_Cord to location; move Extension_Cord_Plug to Extension_Cord; move Extension_Cord_Socket to Extension_Cord; "You drop the black extension cord.";}; ], has scored transparent container openable open; Object Extension_Cord_Plug "red extension cord plug" Extension_Cord with name "red" "3" "three" "prong" "pronged" "extension" "cord" "plug", description "A three pronged plug at one end of the extension cord.", Before [; Take, Remove: if (player in location) {move Extension_Cord to player; move Extension_Cord_Plug to player; "You take the extension cord by the red plug.";}; Drop: if (player in location) {move Extension_Cord to location; move Extension_Cord_Plug to Extension_Cord; move Extension_Cord_Socket to Extension_Cord; "You drop the red extension cord plug.";}; ] has scored concealed; Object Extension_Cord_Socket "blue extension cord socket" Extension_Cord with name "blue" "3" "three" "prong" "pronged" "extension" "cord" "socket", description "A three pronged socket at the other end of the extension cord.", Before [; Take, Remove: if (player in location) {move Extension_Cord to player; move Extension_Cord_Socket to player; "You take the extension cord by the blue socket.";}; Drop: if (player in location) {move Extension_Cord to location; move Extension_Cord_Plug to Extension_Cord; move Extension_Cord_Socket to Extension_Cord; "You drop the blue extension cord socket.";}; ], has scored concealed; Object Gas_Generator_Pull_Cord "pull cord" Gas_Generator with name "gas" "generator" "pull" "cord" "handle", description "A pull cord for the gas generator", before [; Take, Remove: "You take the pull cord by the handle."; Pull: if (Gas_Generator.gasoline_left > 0) { <>;} else "You pull the cord, but nothing happens."; ], has scored static concealed; ! Generator and its parts, end Object Circle_X_Courtyard_Door "Circle X courtyard door" Circle_X with description "It's a door.", name "circle" "x" "courtyard" "door", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The Circle X courtyard door is closed.", when_open "The Circle X courtyard door is open.", door_to [; if (location==Circle_X) return Gate_Between_Space; return Circle_X; ], door_dir [; if (location==Gate_Between_Space) return w_to; return e_to; ], with_key Universal_Key, found_in Circle_X Gate_Between_Space, has scored static door openable lockable locked; Object Gate_Between_Space "Space between gate and door" with description "A small space between the Circle X security gate and glass door, \ big enough for two people to fit uncomfortably.", name "circle" "x" "space" "between" "gate" "door", gasoline_left 0, times_visited 0, distance 0, w_to Circle_X_Courtyard_Door, e_to Circle_X_Metal_Gate, cant_go "Stop squirming, you can only go through the door or the gate", has scored static; Object Circle_X_Metal_Gate "Circle X metal gate" Gate_Between_Space with description "It's a heavy metal security gate that slides into place after the \ glass doors are shut.", name "circle" "x" "metal" "gate" "security", after [; Unlock: "The gate unlocks with a click."; Lock: "The gate locks with a click."; Open: "The gate slides opens slowly with a rattle."; Close: "The gate slides shut slowly with a rattle.";], when_closed "The Circle X metal security gate is closed.", when_open "The Circle X metal security gate is open.", door_to [; if (location==Mall_Courtyard) return Gate_Between_Space; return Mall_Courtyard; ], door_dir [; if (location==Gate_Between_Space) return e_to; return w_to; ], with_key Universal_Key, found_in Mall_Courtyard Gate_Between_Space, has scored static door openable lockable locked; ! Parking Garage Object Parking_Structure "Parking Structure" with name "parking" "garage" "structure", gasoline_left 0, times_visited 0, distance 6, description "A 3 story parking structure, with a metal gate completely covering the \ front entrance.", s_to Commerce_BC has scored static; ! End parking garage ! Movie Theater Object Movie_Theater_Lobby "Movie Theater Lobby" with name "movie" "theater" "theatre" "cinema" "lobby", gasoline_left 0, times_visited 0, distance 6, description "A multi-screen movie theater lobby, carpeted with scenes from cartoons \ and action adventures. The main entrances are to the ne and nw, and the door \ to the ticket booth is to the north. Screen entrances are down hallways to the \ east and west. The concessions stand is to the south.", ne_to Movie_Theater_Entrance_1, nw_to Movie_Theater_Entrance_2, n_to Ticket_Booth_Door, s_to Concessions_Stand, w_to West_Hallway, e_to East_Hallway, has scored static; Class Movie_Theater with description "A movie theater with 20 rows of 20 seats.", gasoline_left 0, times_visited 0, distance 6, has scored static; Object Screen_1 "Screen 1" with name "screen" "1" "one", w_to East_Hallway, class Movie_Theater; Object Screen_2 "Screen 2" with name "screen" "2" "two", w_to East_Hallway, class Movie_Theater; Object Screen_3 "Screen 3" with name "screen" "3" "three", e_to West_Hallway, class Movie_Theater; Object Screen_4 "Screen 4" with name "screen" "4" "four", e_to West_Hallway, class Movie_Theater; Object Screen_5 "Screen 5" with name "screen" "5" "five", n_to South_Hallway, class Movie_Theater; Object Screen_6 "Screen 6" with name "screen" "6" "six", n_to South_Hallway, class Movie_Theater; Object West_Hallway "West Hallway" with name "west" "hallway", gasoline_left 0, times_visited 0, distance 6, description "A hallway that leads to screen 3 (nw), screen 4 (sw) and another hallway \ to the south.", nw_to Screen_3, sw_to Screen_4, e_to Movie_Theater_Lobby, s_to South_Hallway, has scored static; Object East_Hallway "East Hallway" with name "east" "hallway", gasoline_left 0, times_visited 0, distance 6, description "A hallway that leads to screen 1 (ne), screen 2 (se) and another hallway \ to the south.", ne_to Screen_1, se_to Screen_2, s_to South_Hallway, w_to Movie_Theater_Lobby, has scored static; Object South_Hallway "South Hallway" with name "south" "hallway", gasoline_left 0, times_visited 0, distance 6, description "A hallway that leads to screen 5 (sw), screen 6 (se) and the other two hallways \ to the nw and ne. The men's restroom is to the west, the women's to the east", sw_to Screen_5, se_to Screen_6, w_to Movie_Mens_Restroom, e_to Movie_Womens_Restroom, nw_to West_Hallway, ne_to East_Hallway, has scored static; Object Concessions_Stand "Concessions Stand" with name "concessions" "stand", description "A concessions stand. North to the lobby, west and east to hallways.", gasoline_left 0, times_visited 0, distance 6, n_to Movie_Theater_Lobby, w_to West_Hallway, e_to East_Hallway, has scored static; Object Movie_Mens_Restroom "Men's restroom" with name "men" "men^s" "rest" "room" "restroom", gasoline_left 0, times_visited 0, distance 6, description "Men's restroom.", e_to South_Hallway, has scored static; Object Movie_Womens_Restroom "Women's restroom" with name "women" "women^s" "rest" "room" "restroom", gasoline_left 0, times_visited 0, distance 6, description "Women's restroom.", w_to South_Hallway, has scored static; Object Ticket_Booth "Ticket Booth" with name "ticket" "booth", gasoline_left 0, times_visited 0, distance 6, description "A ticket booth.", s_to Ticket_Booth_Door, cant_go "The only exit is through the door to the south.", has scored static; Object Booth_Chair_Brown "brown ticket booth chair" Ticket_Booth with name "ticket" "booth" "chair" "brown" "stool", gasoline_left 0, times_visited 0, description "A brown, uncomfortably high chair, more like a stool, without wheels.", before [; Push: "Just take the chair and drop it where you want to use it."; ], after [; Enter, Climb: "You get on the chair."; Exit: "You get out of the chair."; Take, Remove: "You take the chair, but it is far too heavy to carry far."; ], has scored supporter transparent enterable; Object Booth_Chair_2 "black ticket booth chair" Ticket_Booth with name "ticket" "booth" "chair" "black" "stool", gasoline_left 0, times_visited 0, description "A black, uncomfortably high chair, more like a stool, without wheels.", before [; Push: "Just take the chair and drop it where you want to use it."; ], after [; Enter, Climb: "You get on the chair."; Exit: "You get out of the chair."; Take, Remove: "You take the chair, but it is far too heavy to carry far."; ], has scored supporter transparent enterable; Object Ticket_Booth_Door "ticket booth door" with name "ticket" "booth" "door" "entrance", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The ticket booth door is closed.", when_open "The ticket booth door is open.", door_to [; if (location==Ticket_Booth) return Movie_Theater_Lobby; return Ticket_Booth; ], door_dir [; if (location==Ticket_Booth) return s_to; return n_to; ], with_key Universal_Key, found_in Ticket_Booth Movie_Theater_Lobby, has scored static door openable lockable transparent locked; Object Movie_Theater_Entrance_1 "movie theater left entrance door" Movie_Theater_Lobby with description "It's a glass door, cracked in places.", name "movie" "theater" "left" "entrance" "door", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The movie theater left entrance door is closed.", when_open "The movie theater left entrance door is open.", door_to [; if (location==Commerce_BC) return Movie_Theater_Lobby; return Commerce_BC; ], door_dir [; if (location==Commerce_BC) return sw_to; return ne_to; ], with_key Universal_Key, found_in Commerce_BC Movie_Theater_Lobby, has scored static door openable lockable transparent locked; Object Movie_Theater_Entrance_2 "movie theater right entrance door" Movie_Theater_Lobby with description "It's a glass door, cracked in places.", name "movie" "theater" "right" "entrance" "door", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The movie theater right entrance door is closed.", when_open "The movie theater right entrance door is open.", door_to [; if (location==Commerce_BC) return Movie_Theater_Lobby; return Commerce_BC; ], door_dir [; if (location==Commerce_BC) return se_to; return nw_to; ], with_key Universal_Key, found_in Commerce_BC Movie_Theater_Lobby, has scored static door openable lockable transparent locked; ! End movie theater ! Streets between B and C streets Object Commerce "Commerce Drive between A St. and B St." with name "commerce" "drive", gasoline_left 0, times_visited 0, distance 4, description "There's not much to be seen here but overturned cars with \ screaming car alarms. To the south, there is a computer store that seems to \ already be looted.^^\ To the east, Commerce Drive continues on to a freeway overpass.^^\ To the north, there is a Food Frenzy store.", w_to Street_Corner, n_to Food_Frenzy_Parking_Lot, s_to Computer_Store, e_to Intersection_A_C has scored static; Object Intersection_C_M "Intersection of C. St. and Market Street" with name "intersection" "market" "street" "st." "c", gasoline_left 0, times_visited 0, distance 7, description "There is a strip mall to the southwest, and Riverfront park begins \ to the northwest.", e_to Market_BC, w_to Market_CD, se_to "The parking structure is here, but there is no entrance save the one on Commerce.", s_to C_St_MC has scored static; Object Intersection_C_W "Intersection of C. St. and Willow Ave." with name "intersection" "willow" "avenue" "ave." "c", gasoline_left 0, times_visited 0, distance 7, description "An Uvaco gas station is to the northwest. SW and SE to freeway via exits, \ S to C. St. freeway overpass", e_to Willow_BC, w_to Willow_CD, ne_to "The movie theater is here, but there is no entrance save the one on Commerce.", n_to C_St_CW, sw_to South_Freeway4, se_to South_Freeway3, s_to C_Overpass has scored static; Object C_Overpass "C. St. Freeway Overpass." with name "overpass" "c" "st." "street", gasoline_left 0, times_visited 0, distance 7, description "C St. Freeway Overpass.", n_to Intersection_C_W has scored static; Object Intersection_C_C "Intersection of C. St. and Commerce Drive" with name "intersection" "commerce" "drive" "dr." "c", gasoline_left 0, times_visited 0, distance 7, description "The downtown branch libary is to the northwest, and a Best Burger franchise \ to the southwest.", e_to Commerce_BC, w_to Commerce_CD, ne_to "The parking structure is here, but there is no entrance save the one on Commerce.", n_to C_St_MC, se_to "The movie theater is here, but there is no entrance save the one on Commerce.", s_to C_St_CW, sw_to Best_Burger_Parking_Lot has scored static; Object C_St_MC "C St. between Market St. and Commerce Drive" with name "c" "street" "st" "market" "commerce", gasoline_left 0, times_visited 0, distance 7, description "A library lies to the west, past a medium sized parking lot. To the \ northwest is a strip mall.", e_to "The parking garage is here, but there is no entrance save the one on Commerce.", n_to Intersection_C_M, s_to Intersection_C_C has scored static; Object C_St_CW "C St. between Commerce Drive and Willow Ave." with name "c" "street" "st" "willow" "commerce", gasoline_left 0, times_visited 0, distance 7, description "A Best Burger franchise lies to the northwest, and a Uvaco gas station \ to the southwest.", e_to "The movie theater is here, but there is no entrance save the one on Commerce.", n_to Intersection_C_C, nw_to Best_Burger_Door_E, s_to Intersection_C_W has scored static; Object Commerce_BC "Commerce Drive between B St. and C St." with name "commerce" "drive" "dr." "b" "c", gasoline_left 0, times_visited 0, distance 6, description "There's not much to be seen here but overturned cars with \ screaming car alarms. To the south there is a movie theater, \ and to the north there is a 3 story parking structure, with a \ metal gate completely covering the front entrance.", e_to Intersection, n_to Parking_Structure, sw_to Movie_Theater_Entrance_2, se_to Movie_Theater_Entrance_1, w_to Intersection_C_C has scored static; Object Market_BC "Market Street between B St. and C St." with name "market" "street" "st." "b" "c", gasoline_left 0, times_visited 0, distance 6, description "There's not much to be seen here but overturned cars with \ screaming car alarms. To the south there is a parking structure.", e_to Intersection_B_M, s_to "The parking structure is here, but there is no entrance save the one on Commerce.", w_to Intersection_C_M has scored static; Object Willow_BC "Willow Ave. between B St. and C St." with name "willow" "avenue" "ave." "b" "c", gasoline_left 0, times_visited 0, distance 6, description "There's not much to be seen here but overturned cars with \ screaming car alarms. To the north there is a movie theater.", e_to Intersection_B_W, n_to "The movie theater is here, but there is no entrance save the one on Commerce.", w_to Intersection_C_W has scored static; ! end of streets between b and c ! streets between d and e, intersections first, then willow Object Intersection_D_M "Intersection of D. St. and Market Street" with name "intersection" "market" "street" "st." "d", gasoline_left 0, times_visited 0, distance 8, description "To the north is the beginning of Riverfront Park, which is heavily \ wooded. There is a Brisco gas station to the southwest, and a strip \ mall with a laundromat, copy store and Chinese restaurant to the southeast.", e_to Market_CD, n_to Riverfront_Park_S, w_to Market_DE, s_to D_St_MC has scored static; Object Intersection_E_M "Intersection of E St. and Market Street" with name "intersection" "market" "street" "st." "e", gasoline_left 0, times_visited 0, distance 9, description "Riverfront Park lies to the northeast, and a 5 story apartment building \ to the southwest, although there is no entrance at this corner. The river, \ which runs northward, lies to the west.", e_to Market_DE, n_to E_St_RM, s_to E_St_MC has scored static; Object Intersection_D_C "Intersection of D St. and Commerce Drive" with name "intersection" "commerce" "drive" "dr." "d", gasoline_left 0, times_visited 0, distance 8, description "The downtown branch library is to the northeast, and the Valumart drug store \ to the southeast. There are parking lots for apartment buildings to the \ northwest and southwest.", e_to Commerce_CD, w_to Commerce_DE, n_to D_St_MC, s_to D_St_CW has scored static; Object Intersection_E_C "Intersection of E St. and Commerce Drive" with name "intersection" "commerce" "drive" "dr." "e", gasoline_left 0, times_visited 0, distance 9, description "There are apartment buildings to the northeast and southeast, although \ neither has entrances at this corner. The river, which runs northward, \ lies to the west.", e_to Commerce_DE, n_to E_St_MC, s_to E_St_CW has scored static; Object Intersection_D_W "Intersection of D St. and Willow Ave." with name "intersection" "willow" "avenue" "ave." "d", gasoline_left 0, times_visited 0, distance 8, description "A tall National United office building is to the northwest. A Screenway \ video store is to the northeast. D St. continues on to the north, and the \ freeway lies to the south, past a tall soundwall and series of trees beyond.", e_to Willow_CD, w_to Willow_DE, s_to "There's no way at all that you'll be able to make it over the soundwall.", n_to D_St_CW has scored static; Object Intersection_E_W "Intersection of E St. and Willow Ave." with name "intersection" "willow" "avenue" "ave." "e", gasoline_left 0, times_visited 0, distance 9, description "The National United office building is to the northeast, and the river, \ which runs northward, lies to the west.", e_to Willow_DE, n_to E_St_CW has scored static; ! End intersections between d and e Object Willow_CD "Willow Ave. between C St. and D St." with name "willow" "avenue" "ave." "c" "d", gasoline_left 0, times_visited 0, distance 7, description "To the northwest is a Screenway video store, and to the northeast \ a Uvaco gas station. The freeway lies to the south, past a tall \ soundwall and series of trees beyond.", e_to Intersection_C_W, w_to Intersection_D_W, s_to "There's no way at all that you'll be able to make it over the soundwall." has scored static; Object Willow_DE "Willow Ave. between D St. and E St." with name "willow" "avenue" "ave." "d" "e", gasoline_left 0, times_visited 0, distance 8, description "To the north is a rather tall office building, the top of which reads \ National United, in large blue letters that would surely glow if the \ power were still on. There is a NU bank branch on the street level. \ The freeway lies to the south, past a tall soundwall and series of \ trees beyond. The river is visible in the distance to the west, past the end \ of Willow Avenue at E St.", e_to Intersection_D_W, w_to Intersection_E_W, s_to "There's no way at all that you'll be able to make it over the soundwall." has scored static; ! D and E streets Object D_St_CW "D St. between Commerce Drive and Willow Ave." with name "d" "street" "st" "willow" "commerce", gasoline_left 0, times_visited 0, distance 8, description "There is a Valuemart drug store to the northeast, and a Screenway \ video store to the southeast. The Valumart parking lot is to the east. \ A parking lot for an apartment building \ is to the northwest, and the National United building is to the southwest.", n_to Intersection_D_C, s_to Intersection_D_W, e_to Valumart_Parking_Lot, ne_to Valumart_Door_W has scored static; Object D_St_MC "D St. between Market St. and Commerce Drive" with name "d" "street" "st" "market" "commerce", gasoline_left 0, times_visited 0, distance 8, description "The downtown branch library is to the southeast, but there is no entrance \ on D St., just large windows. There is a Wash-o-matic laundromat to the \ northeast, but the entrance is on Market to the north. To the northwest is \ a Brisco gas station, and there is a parking lot to the southwest.", n_to Intersection_D_M, s_to Intersection_D_C, has scored static; Object E_St_CW "E St. between Commerce Drive and Willow Ave." with name "d" "street" "st" "willow" "commerce", gasoline_left 0, times_visited 0, distance 9, description "The river lies to the west, an apartment building to the northeast, \ and the National United building to the southeast.", n_to Intersection_E_C, s_to Intersection_E_W has scored static; Object E_St_MC "E St. between Market St. and Commerce Drive" with name "e" "street" "st" "market" "commerce", gasoline_left 0, times_visited 0, distance 9, description "The river lies to the west, and the entrance to the 5 story apartment \ building is to east.", n_to Intersection_E_M, s_to Intersection_E_C has scored static; ! commerce c and d Object Commerce_CD "Commerce Drive between C St. and D St." with name "commerce" "drive" "dr." "c" "d", gasoline_left 0, times_visited 0, distance 7, description "To the north is the downtown library branch. To the southwest, an \ obviously looted Valumart drugstore, adjacent to a trashed Best Burger \ franchise to the southeast. The Valumart parking lot is to the south.", e_to Intersection_C_C, w_to Intersection_D_C, se_to Best_Burger_Parking_Lot, s_to Valumart_Parking_Lot, sw_to Valumart_Door_N has scored static; Object Commerce_DE "Commerce Drive between D St. and E St." with name "commerce" "drive" "dr." "d" "e", gasoline_left 0, times_visited 0, distance 8, description "To the northeast there is a parking lot, apparently for the \ 5 story apartment building to the northwest. To the south \ there is another, smaller apartment building and parking lot. \ The river is visible in the distance to the west, past the end \ of Commerce Drive at E St.", e_to Intersection_D_C, w_to Intersection_E_C has scored static; ! Market c and d Object Market_CD "Market Street between C St. and D St." with name "market" "street" "st." "c" "d", gasoline_left 0, times_visited 0, distance 7, description "To the north is the beginning of Riverfront Park, which is heavily \ wooded. To the south, a laundromat, copy store, and Chinese restaurant, \ neighboring each other in a strip mall.", e_to Intersection_C_M, n_to Riverfront_Park_E, w_to Intersection_D_M has scored static; Object Market_DE "Market Street between D St. and E St." with name "market" "street" "st." "d" "e", gasoline_left 0, times_visited 0, distance 8, description "To the north is the beginning of Riverfront Park, which is heavily \ wooded. To the southeast, a Brisco gas station, and to the southwest, \ a 5 story apartment building. The river is visible in the distance to \ the west, past the end of Market Street at E St.", e_to Intersection_D_M, n_to Riverfront_Park_W, w_to Intersection_E_M has scored static; ! Riverfront Park and environ Object E_St_RM "E St. past Market St., bordering Riverfront Park" with name "e" "street" "st" "market" "riverfront", gasoline_left 0, times_visited 0, distance 10, description "There's not much to be seen here but overturned cars with \ screaming car alarms.", e_to Riverfront_Park_W, s_to Intersection_E_M has scored static; Object Riverfront_Park_E "Riverfront Park, east corner" with name "riverfront" "river" "front" "park" "e" "east" "corner", gasoline_left 0, times_visited 0, distance 7, description "The east corner of Riverfront park. Market St. to the South.", w_to Riverfront_Park_S, s_to Market_CD has scored static; Object Riverfront_Park_W "Riverfront Park, west corner" with name "riverfront" "river" "front" "park" "w" "west" "corner", gasoline_left 0, times_visited 0, distance 8, description "The west corner of Riverfront park. Market St. to the South.", e_to Riverfront_Park_S, w_to E_St_RM, s_to Market_DE has scored static; Object Riverfront_Park_S "Riverfront Park, southern end" with name "riverfront" "river" "front" "park" "s" "south" "southern" "end", gasoline_left 0, times_visited 0, distance 8, description "The southern end of Riverfront park. Market St. to the South.", e_to Riverfront_Park_E, w_to Riverfront_Park_W, s_to Intersection_C_M has scored static; ! End Riverfront Park ! Buildings between c and e streets ! Best Burger and environment Object Best_Burger "Best Burger" with name "best" "burger" "franchise", gasoline_left 0, times_visited 0, distance 6, description "A Best Burger franchise. The main entrance \ leading to the parking lot is to the west, the side entrance heading \ out to C St. is to the east.", n_to Best_Burger_Door_N, e_to Best_Burger_Door_E has scored static; Object Best_Burger_Parking_Lot "Best Burger Parking Lot" with name "best" "burger" "parking" "lot", gasoline_left 0, times_visited 0, distance 6, description "The parking lot to Best Burger, containing only a blue car. The main entrance \ lies to the south, Commerce Drive is to the north.", s_to Best_Burger_Door_N, n_to Commerce_CD, ne_to Intersection_C_C, e_to C_St_CW has scored static; Object Best_Burger_Door_N "Best Burger main entrance door" Best_Burger_Parking_Lot with description "It's a glass door, cracked in places.", name "best" "burger" "main" "entrance" "door", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The Best Burger main entrance door is closed.", when_open "The Best Burger main entrance door is open.", door_to [; if (location==Best_Burger_Parking_Lot) return Best_Burger; return Best_Burger_Parking_Lot; ], door_dir [; if (location==Best_Burger_Parking_Lot) return s_to; return n_to; ], with_key Universal_Key, found_in Best_Burger_Parking_Lot Best_Burger, has scored static door openable lockable transparent locked; Object Best_Burger_Door_E "Best Burger side entrance door" C_St_CW with description "It's a glass door, cracked in places.", name "best" "burger" "side" "entrance" "door", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The Best Burger side entrance door is closed.", when_open "The Best Burger side entrance door is open.", door_to [; if (location==C_St_CW) return Best_Burger; return C_St_CW; ], door_dir [; if (location==C_St_CW) return nw_to; return e_to; ], with_key Universal_Key, found_in Best_Burger C_St_CW, has scored static door openable lockable transparent locked; ! Valumart and Environs Object Valumart "Valumart" with name "valumart" "drug" "store", gasoline_left 0, times_visited 0, distance 6, description "A Valumart drugstore. The entrance leading to the parking lot \ is to the south, the side entrance heading out to D St. is to the \ west. The Commerce Drive door is to the north.", n_to Valumart_Door_N, w_to Valumart_Door_W, s_to Valumart_Door_S has scored static; Object Valumart_Parking_Lot "Valumart Parking Lot" with name "valumart" "drug" "store" "parking" "lot", gasoline_left 0, times_visited 0, distance 6, description "The parking lot to Valumart which hugs the south and east sides of the \ store. There is a entrance to the nw, Commerce is to the north, and \ D Street to the west. A yellow car sits abandoned in the corner.", n_to Commerce_CD, nw_to Valumart_Door_S, w_to D_St_CW has scored static; Object Valumart_Door_W "Valumart entrance door on D Street" D_St_CW with description "It's a glass door, cracked in places.", with name "valumart" "drug" "store" "entrance" "door" "D" "st." "street", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The Valumart entrance door on D Street is closed.", when_open "The Valumart entrance door on D Street is open.", door_to [; if (location==D_St_CW) return Valumart; return D_St_CW; ], door_dir [; if (location==D_St_CW) return ne_to; return w_to; ], with_key Universal_Key, found_in Valumart D_St_CW, has scored static door openable lockable transparent locked; Object Valumart_Door_N "Valumart entrance door on Commerce Drive" Commerce_CD with description "It's a glass door, cracked in places.", with name "valumart" "drug" "store" "entrance" "door" "commerce" "dr." "drive", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The Valumart entrance door on Commerce Drive is closed.", when_open "The Valumart entrance door on Commerce Drive is open.", door_to [; if (location==Commerce_CD) return Valumart; return Commerce_CD; ], door_dir [; if (location==Commerce_CD) return sw_to; return n_to; ], with_key Universal_Key, found_in Valumart Commerce_CD, has scored static door openable lockable transparent locked; Object Valumart_Door_S "Valumart entrance door from Parking Lot" Commerce_CD with description "It's a glass door, cracked in places.", with name "valumart" "drug" "store" "entrance" "door" "from" "parking" "lot", after [; Unlock: "The door unlocks with a click."; Lock: "The door locks with a click."; Open: "The door opens without much fanfare."; Close: "The door closes much as you wanted it to do.";], when_closed "The Valumart entrance door from Parking Lot is closed.", when_open "The Valumart entrance door from Parking Lot is open.", door_to [; if (location==Valumart_Parking_Lot) return Valumart; return Valumart_Parking_Lot; ], door_dir [; if (location==Valumart_Parking_Lot) return nw_to; return s_to; ], with_key Universal_Key, found_in Valumart Valumart_Parking_Lot, has scored static door openable lockable transparent locked; ! End C and D st Buildings ! Placement of vehicles Object Blue_Car "blue car" Commerce_BC with name "blue" "car" "cars", description "A light blue sports car with flat tires.^", describe "^A blue car is parked on the sidewalk in front of the movie theater.", class Car, has scored locked; Object Blue_Car2 "blue SUV" Freeway with name "blue" "car" "cars" "SUV" "sports" "utility" "vehicle", description "A dark blue sports utility vehicle.^", class Car, has scored locked concealed; Object Blue_Car3 "blue car" North_Mall_Parking_lot with name "blue" "car" "cars", description "A sky blue car.^", distance 1, class Car, has scored locked concealed; Object Blue_Car4 "blue car" Best_Burger_Parking_lot with name "blue" "ocean" "car" "cars", description "A ocean blue car.^", distance 6, class Car, has scored locked concealed; Object Red_Car "red car" Mall_Parking_Lot with name "red" "car" "cars", distance 1, class Car, has scored locked concealed; Object Red_Car2 "red car" Intersection_C_C with name "red" "car" "cars", description "A red sports car.^", describe "^An abandoned red car is overturned in the middle of the intersection.", class Car, has scored locked; Object Red_Car3 "red car" Freeway with name "red" "car" "cars" "station" "wagon" "cherry", description "A cherry red station wagon.^", class Car, has scored locked concealed; Object Red_Car4 "red car" East_Mall_Parking_Lot with name "red" "car" "cars", description "A bright red sedan.^", distance 1, class Car, has scored locked concealed; Object Green_Car "green car" Mall_Parking_Lot with name "green" "car" "cars", distance 1, class Car, has scored locked concealed; Object Green_Car2 "green car" Food_Frenzy_Parking_Lot with name "green" "car" "cars", class Car, has scored locked concealed; Object Green_Car3 "green car" Front_Of_Mall with name "green" "car" "cars" "lime" "coupe", description "A lime green coupe.^", distance 1, class Car, has scored locked concealed; Object Yellow_Car "yellow car" Mall_Parking_Lot with name "yellow" "car" "cars", distance 1, class Car, has scored locked concealed; Object Yellow_Car2 "yellow car" Freeway with name "yellow" "car" "cars", description "A light yellow sedan with a cracked windshield.^", class Car, has scored locked concealed; Object Yellow_Car3 "yellow car" Valumart_Parking_Lot with name "yellow" "car" "cars", description "An abandoned yellow sedan.^", class Car, has scored locked concealed; Object White_Car "white car" Food_Frenzy_Parking_Lot with name "white" "car" "cars", description "A white sedan with a totaled front end.^", describe "^An abandoned white car has crashed into the front of the Food Frenzy.", class Car, has scored locked; Object White_Car2 "white car" Freeway with name "white" "car" "cars", description "A white sedan.^", class Car, has scored locked concealed; Object White_Car3 "white car" Commerce_DE with name "white" "car" "cars", description "A white sedan.^", describe "^An abandoned white sedan sits in the middle of the street.", class Car, has scored locked concealed; Object Grey_Car "grey car" Food_Frenzy_Parking_Lot with name "grey" "car" "cars", class Car, has scored locked concealed; Object Grey_Car2 "grey car" Under_Overpass with name "grey" "car" "cars", description "A grey sedan with a smashed rear. A tan SUV is mangled in its bumper.^", class Car, has scored locked concealed; Object Grey_Car3 "grey car" Front_Of_Mall with name "grey" "car" "cars" "charcoal" "sedan", description "A charcoal grey sedan.^", distance 1, class Car, has scored locked concealed; Object Tan_Car "tan car" Under_Overpass with name "tan" "car" "cars" "sport" "suv" "utility" "vehicle", description "A tan SUV with a totaled front end, smashed against the rear of a grey sedan.^", class Car, has scored locked concealed; Object Tan_Car2 "tan car" North_Mall_Parking_Lot with name "tan" "car" "cars", description "A tan sedan.^", distance 1, class Car, has scored locked concealed; Object Tan_Car3 "tan car" Market_DE with name "tan" "car" "cars" "sedan", description "A tan sedan.^", describe "^An abandoned tan sedan sits in the middle of the street.", distance 8, class Car, has scored locked; Object Black_Car "black car" North_Mall_Parking_Lot with name "black" "car" "cars" "sedan", description "A black sedan.^", distance 1, class Car, has scored locked concealed; Object Black_Car2 "black car" Overpass with name "black" "car" "cars", description "A black sedan with a totaled front end.^", describe "^An abandoned black car has crashed into the north side of the overpass.", class Car, has scored locked; ! end cars Object Void "Void" with name "void" has static; ! And Now for the People with Daemons Object Crowd "Crowd" has animate concealed transparent, with name "crowd", describe [x; x = (random(15)); switch (x) { 1:"^Everywhere there is chaos."; 2:"^The streets are filled with a reverse parade: the participants cheer, \ those standing by look on in horror."; 3: "^The masses of people rush past like kids towards a dead pinata."; 4: "^The air is filled with smoke and fireworks."; 5: "^The streets are overflowing with deferred dreams seized and raised \ high overhead."; 6: "^Everyone is throwing their own individual anarchist birthday party, \ with the city their present ripped open"; 7: "^Everything even remotely electronic seems to be inactive, from the \ streetlights to cars to the ATM machines burst open by chainsaws and \ blow torches."; 8: "^The only thing for certain is that everyone is either heading for or \ leaving the mall."; 9: "^There seems to be only one rule in operation this night: what you \ can't carry, destroy."; 10: "^The air is filled with a continous sound, like sea gulls attacked by \ lawn mowers."; } ], description [; "The crowd is composed of more people than you can count, all angry."; ], found_in Behind_Computer_Store Behind_Dumpster Intersection B_St_CW Street_Corner Commerce Commerce_BC Market_BC Willow_BC Intersection_A_C Intersection_B_W Willow Intersection_A_W Market Intersection_A_M Intersection_B_M B_St_MC A_St_MC A_St_CW Overpass Mall_Parking_Lot Intersection_C_C C_St_MC C_St_CW Intersection_C_M Intersection_C_W, life [; Ask,Answer,Order: print_ret "^They doesn't answer."; Kiss: "^Give the crowd a kiss? Are you insane?"; Attack: "^Don't even think about it."; Show: print_ret "^A random person looks at ", (the) noun, "."; Give,ThrowAt: if (noun == glasses) { move noun to Crowd; "^You throw ", (the) noun, " in the middle of the crowd. Someone snatches them.";} else "The crowd ignores ", (the) noun, " and then Shiny runs over to get it. ~Don't be an idiot~, she says, returning \ ", (the) noun, " to you."; ], before [; Take: "^They don't budge, and keep on rioting"; ], daemon [ x; if (location == Back_Of_Mall) { StopDaemon(self); return; } if (location == Circle_X) { StopDaemon(self); return; } if (location == Front_Of_Mall) { StopDaemon(self); return; } if (location == Overpass) { StartDaemon(self);} x = (random(50)); switch (x) { 1: "^Someone in the crowd yells: ~Let's go get Circle X!~"; 4: "^The crowd grows incresingly violent."; 5: "^The air is filled with car alarms."; 6: "^A boy runs past carrying a street sign."; 7: "^The crowd grows eerily quiet for a moment."; 9: "^Gunfire fills the air like horsehooves."; 10: "^In every direction you can see pockets of flame and smoke."; 11: "^The rioters overturn a car and then set it on fire with broomstick torches."; 12: "^Someone in the crowd yells: ~Fuck the Police!~"; 13: "^Someone in the crowd yells: ~Fuck Circle X!~"; 17: "^A man rolls by with a mailbox in a red wagon."; 20: "^A group of girls jump double dutch using unspooled videotape."; 22: "^A teenage girl runs by, carrying a screaming baby."; 23: "^A old woman hides behind an overturned car, crying silently."; 24: "^A man runs down the street carrying a garden hose around his neck."; 25: "^The air is filled with the sound of broken glass and screaming."; } ]; Class Crowd_Battery with description "A typical car battery.", before [; Take, Push, Pull, Turn: "As you try to take the battery, \ Shiny quickly stops you. ~Don't fuck with other's people's power if you want to live.~"; ], has scored static concealed; Object Old_Man "old man" Crowd with name "old" "man", description "He quickly dissapears back into the crowd, yelling all the while.", life [; Ask: switch(second) { 'garden', 'hose': "~I always wanted to be a fire fighter.~"; 'fire': "~If I don't see one, I'll make one!~"; 'mailbox': "~I always wanted to be a mailman.~"; 'red', 'wagon': "~I stole it from the Circle X. It's ripe for the picking!~"; } "~Don't bother me now, I've got work to do,~ he says, running off."; ], has static animate concealed; Object -> Hose "garden hose" with name "hose" "garden", description "Green and striped, it's a typical hose.", before [; Take, Push, Pull, Turn: "Ask you try to take the hose, \ the man quickly stops you. ~Get your own hose, son.~"; ], has static animate concealed; Object -> Mailbox "mailbox" with name "mailbox" "mail" "box" "blue", description "A medium sized, official looking blue mailbox.", before [; Take, Push, Pull, Turn: "~As you try to take the mailbox, \ the man quickly stops you. ~Get your own, son.~"; ], has static animate concealed; Object -> wagon "red wagon" with name "red" "wagon", description "Your standard 4 wheeled, metal red wagon, with a long handle for steering.", before [; Take, Push, Pull, Turn: "~I ain't giving you the mailbox nor the wagon, son, \ so get used to it.~"; ], has static concealed; Object -> Man_Battery "old man's battery" with name "old" "man^s" "car" "battery", class Crowd_Battery; Object Old_Woman "old woman" Crowd with name "old" "woman", description "After a few moments she gathers herself and quickly runs into the shadows.", has static animate concealed; Object Police_Officer "police officer" with name "police" "officer", describe [x; x = (random(5)); switch (x) { 1:"^A frantic police officer rides by on a bicycle, yelling into his dead radio."; 2:"^A police officer stops his bicycle to reload his gun."; 3:"^A police officer rides a bicycle into the crowd yelling incoherently."; 4:"^A police officer rides by on a bicycle, brandishing his gun."; 5:"^A police officer stops riding his bike for a moment to catch his breath.";} ], description "He seems preoccupied with the excessive crime occurring everywhere.", life [; Ask: switch(second) { 'crowd', 'rioters': "~Don't get me started. They're all asking for trouble.~"; 'man': "~Don't worry, I've got my eye on him.~"; 'cyclists', 'cyclist': "~When I catch up with them, they're dead."; 'woman': "~She's the least of my concern.~"; 'girl', 'girls': "~Cute, huh?~"; 'mall': "~Tonight it's a rioter magnet. I'm headed there right now.~"; } "~Run along now, before I have to take you in,~ he says, speeding off."; ], daemon [ x; x = (random(5)); if (x > 1) { if (Police_Officer in location) {if (location == Intersection_C_W) { move Police_Officer to Intersection_C_C; "^The \ police officer rides northward.";} else if (location == Intersection_C_C) { move Police_Officer to Intersection_C_M; "^\ The police officer rides northward.";} else if (location == Intersection_C_M) { move Police_Officer to Intersection_B_M; "^\ The police officer rides eastward.";} else if (location == Intersection_B_M) { move Police_Officer to Intersection; "^The \ police officer rides southward.";} else if (location == Intersection) { move Police_Officer to Intersection_A_C; "^The \ police officer rides eastward.";} else if (location == Intersection_A_C) { move Police_Officer to Intersection_A_W; "^\ The police officer rides southward.";} else if (location == Intersection_A_W) { move Police_Officer to B_St_CW; "^The police \ officer rides westward.";} else if (location == B_St_CW) { move Police_Officer to Commerce_BC; "^The police \ officer rides westward.";} else if (location == Commerce_BC) { move Police_Officer to Commerce; "^The police \ officer rides eastward.";} else if (location == Commerce) { move Police_Officer to A_St_MC; "^The police officer \ rides eastward.";} else if (location == A_St_MC) { move Police_Officer to Market; "^The police officer \ rides northward.";} else if (location == Market) { move Police_Officer to Market_BC; "^The police officer \ rides westward.";} else if (location == Market_BC) { move Police_Officer to C_St_MC; "^The police officer \ rides westward.";} else if (location == C_St_MC) { move Police_Officer to C_St_CW; "^The police officer \ rides southward.";} else if (location == C_St_CW) { move Police_Officer to Willow_BC; "^The police officer \ rides southward.";} else if (location == Willow_BC) { move Police_Officer to Willow; "^The police officer \ rides eastward.";} else if (location == Willow) { move Police_Officer to A_St_CW; "^The police officer \ rides eastward.";} else if (location == A_St_CW) { move Police_Officer to Overpass; "^The police officer \ rides northward.";} else if (location == Overpass) { move Police_Officer to Mall_Parking_Lot; "^The police \ officer rides eastward.";} else if (location == Mall_Parking_Lot) { move Police_Officer to Food_Frenzy_Parking_Lot; "^The police officer rides westward.";} else if (location == Food_Frenzy_Parking_Lot) { move Police_Officer to Intersection_C_W; "^The police officer rides southwestward.";}} } ; ], has static animate; Object -> Police_Bicycle "police officer's bicycle" with name "police" "officer^s" "bicycle", description "A typical mountain bike, painted black.", before [; Take, Push, Pull, Turn: "~What the fuck are you doing with my bike? Back off!~"; ], has static concealed; Object Cyclists "cyclists" with name "cyclists" "cyclist", describe [x; x = (random(6)); switch (x) { 1:"^A group of cyclists rush by smashing car windows with baseball bats."; 2:"^A group of cyclists weave in and out of the crowd at top speed."; 3:"^Cyclists rush by hitting people with baseball bats."; 4:"^A cyclist reaches in his backpack, takes out a dart, and throws it \ into the crowd."; 5:"^A cyclist intentionally pushes someone onto the ground."; 6:"^Two cyclists chase after a screaming teenage girl"; } ], description "As soon as you try to look at them they've already sped by, their bats waving.", daemon [ x; x = (random(5)); if (x > 1) { if (Cyclists in location) {if (location == Intersection_C_W) { move Cyclists to Intersection_C_C; "^The cyclists \ ride northward.";} else if (location == Intersection_C_C) { move Cyclists to Intersection_C_M; "^The \ cyclists ride northward.";} else if (location == Intersection_C_M) { move Cyclists to Intersection_B_M; "^The \ cyclists ride eastward.";} else if (location == Intersection_B_M) { move Cyclists to Intersection; "^The \ cyclists ride southward.";} else if (location == Intersection) { move Cyclists to Intersection_A_C; "^The cyclists \ ride eastward.";} else if (location == Intersection_A_C) { move Cyclists to Intersection_A_W; "^The \ cyclists ride southward.";} else if (location == Intersection_A_W) { move Cyclists to B_St_CW; "^The cyclists \ ride westward.";} else if (location == B_St_CW) { move Cyclists to Commerce_BC; "^The cyclists \ ride northward.";} else if (location == Commerce_BC) { move Cyclists to Commerce; "^The cyclists \ ride eastward.";} else if (location == Commerce) { move Cyclists to A_St_MC; "^The cyclists \ ride eastward.";} else if (location == A_St_MC) { move Cyclists to Market; "^The cyclists \ ride northward.";} else if (location == Market) { move Cyclists to Market_BC; "^The cyclists \ ride westward.";} else if (location == Market_BC) { move Cyclists to C_St_MC; "^The cyclists \ ride westward.";} else if (location == C_St_MC) { move Cyclists to C_St_CW; "^The cyclists \ ride southward.";} else if (location == C_St_CW) { move Cyclists to Willow_BC; "^The cyclists \ ride southward.";} else if (location == Willow_BC) { move Cyclists to Willow; "^The cyclists \ ride eastward.";} else if (location == Willow) { move Cyclists to A_St_CW; "^The cyclists \ ride eastward.";} else if (location == A_St_CW) { move Cyclists to Overpass; "^The cyclists \ ride northward.";} else if (location == Overpass) { move Cyclists to Mall_Parking_Lot; "^The cyclists \ ride eastward.";} else if (location == Mall_Parking_Lot) { move Cyclists to Food_Frenzy_Parking_Lot; "^\ The cyclists ride westward.";} else if (location == Food_Frenzy_Parking_Lot) { move Cyclists to Intersection_C_W; "^\ The cyclists ride southwestward.";}} } ; ], has static animate; Object Young_Woman "young woman" with name "young" "woman", describe [x; x = (random(4)); switch (x) { 1:"^A young woman rushes past pushing a stroller full of money."; 2:"^A young woman rushes past pushing a stroller full of money."; 3:"^A young woman rushes past pushing a stroller full of money."; 4:"^A young woman rushes past pushing a stroller full of money.";} ], description "She seems oblivious to the various passers by snatching handfuls \ from the stroller when she isn't looking", life [; Ask: switch(second) { 'money': "~All of the ATMs are paying off big today.~"; 'stroller': "~I stole it from this baby shop on E St.~"; } "~Shut the fuck up!~"; ], daemon [ x; x = (random(5)); if (x > 2) { if (Young_Woman in location) {if (location == Intersection_C_W) { move Young_Woman to C_St_CW; "^The young woman \ walks northward.";} else if (location == C_St_CW) { move Young_Woman to Intersection_C_C; "^The young \ woman walks northward.";} else if (location == Intersection_C_C) { move Young_Woman to C_St_MC; "^The young \ woman walks northward.";} else if (location == C_St_MC) { move Young_Woman to Intersection_C_M; "^The young \ woman walks northward.";} else if (location == Intersection_C_M) { move Young_Woman to Market_BC; "^The young \ woman walks eastward.";} else if (location == Market_BC) { move Young_Woman to Intersection_B_M; "^The young \ woman walks eastward.";} else if (location == Intersection_B_M) { move Young_Woman to Market; "^The young \ woman walks eastward.";} else if (location == Market) { move Young_Woman to Intersection_A_M; "^The young \ woman walks eastward.";} else if (location == Intersection_A_M) { move Young_Woman to A_St_MC; "^The young \ woman walks southward.";} else if (location == A_St_MC) { move Young_Woman to Intersection_A_C; "^The young \ woman walks southward.";} else if (location == Intersection_A_C) { move Young_Woman to Overpass; "^The young \ woman walks eastward.";} else if (location == Overpass) { move Young_Woman to Mall_Parking_Lot; "^The young \ woman walks eastward.";} } } ; ], has static animate; Object -> Stroller "stroller" with name "stroller" "carriage", description "A typical stroller, except for its contents", before [; Take, Push, Pull, Turn: "Ask you try to take the stroller, \ Shiny quickly stops you. ~Stop messing around, we have more important \ things to do~."; ], has static animate concealed; Object -> Stroller_Money "money" with name "money", description "A mass of twenty dollar bills, new school and old.", before [; Take, Push, Pull, Turn: "~Don't even think about it,~ snarls the woman."; ], has static animate concealed; Object Gun_Girl "gun girl" with name "teenage" "girl" "gun", describe [x; x = (random(4)); switch (x) { 1:"^A girl shoots a water gun filled with bleach into the crowd."; 2:"^A girl shoots a water gun filled with bleach into the air."; 3:"^A girl shoots a water gun filled with bleach at the ground."; 4:"^A girl shoots a water gun filled with bleach into the crowd.";} ], description "She seems perfectly normal, considering the context.", life [; Ask: switch(second) { 'bleach', 'water', 'gun': "~Do you want me to shoot you or what?~"; } "~Fuck off!~ she screams, shooting bleach in your direction. She misses."; ], daemon [ x; x = (random(5)); if (x > 1) { if (Gun_Girl in location) {if (location == Commerce) { move Gun_Girl to Street_Corner; "^The girl \ with the water gun walks westward.";} else if (location == Street_Corner) { move Gun_Girl to Behind_Computer_Store; "^The \ girl with the water gun walks southward.";} else if (location == Behind_Computer_Store) { move Gun_Girl to B_St_CW; "^The girl \ with the water gun walks easthward.";} else if (location == B_St_CW) { move Gun_Girl to Intersection_C_W; "^The girl \ with the water gun walks southward.";} else if (location == Intersection_C_W) { move Gun_Girl to Willow_BC; "^The girl \ with the water gun walks wastward.";} else if (location == Willow_BC) { move Gun_Girl to Intersection_C_W; "^The girl \ with the water gun walks westward.";} else if (location == Intersection_C_W) { move Gun_Girl to C_St_CW; "^The girl \ with the water gun walks northward.";} else if (location == C_St_CW) { move Gun_Girl to Intersection_C_C; "^The girl \ with the water gun walks northward.";} else if (location == Intersection_C_C) { move Gun_Girl to Commerce_BC; "^The girl \ with the water gun walks eastward.";} else if (location == Commerce_BC) { move Gun_Girl to Intersection; "^The girl \ with the water gun walks eastward.";} else if (location == Intersection) { move Gun_Girl to B_St_MC; "^The girl \ with the water gun walks northward.";} else if (location == B_St_MC) { move Gun_Girl to Intersection_B_M; "^The girl \ with the water gun walks northward.";} else if (location == Intersection_B_M) { move Gun_Girl to Market; "^The girl \ with the water gun walks eastward.";} else if (location == Market) { move Gun_Girl to Intersection_A_M; "^The girl \ with the water gun walks eastward.";} else if (location == Intersection_A_M) { move Gun_Girl to A_St_MC; "^The girl \ with the water gun walks northward.";} else if (location == A_St_MC) { move Gun_Girl to Food_Frenzy_Parking_Lot; "^The girl \ with the water gun walks southwest.";} else if (location == Food_Frenzy_Parking_Lot) { move Gun_Girl to Commerce; "^The girl \ with the water gun walks southward.";} } } ; ], has static animate transparent; Object -> Water_Gun "water gun" with name "water" "gun", description "A green plastic water gun, apparently filled with bleach.", before [; Take, Push, Pull, Turn: "Ask you try to take the water gun, \ the girl screams and shoots you in the chest. ~Fuck off!~"; ], has static concealed; Object Battery_Girl "battery girl" with name "teenage" "girl" "battery", describe [x; x = (random(4)); switch (x) { 1:"^A girl carrying a car battery stands around watching the chaos."; 2:"^A girl sits on top of a car battery."; 3:"^A girl stands on a car battery."; 4:"^A girl puts a car battery on the ground.";} ], description "Besides the car battery part, she seems quite cute, actually.", life [; Ask: switch(second) { 'car', 'battery': "~Everyone needs power sooner or later.~"; 'map': "~It's a map of the city, you idiot.~"; 'crowd': "~Cool, huh?~"; 'girls', 'video', 'videocameras': "~I'll take reality over images any day~."; 'rioters': "~They're justing taking what should have been theirs to begin with.~"; 'man', 'boy': "~Who, him? Who gives a fuck?~"; 'mall': "~Just follow the path of destruction.~"; } "~I don't know anything about that. I'm just in it for the drama.~"; ], daemon [ x; x = (random(5)); if (x > 3) { if (Battery_Girl in location) {if (location == Intersection_C_M) { move Battery_Girl to C_St_MC; "^The girl \ with the car battery walks southward.";} else if (location == C_St_MC) { move Battery_Girl to Intersection_C_C; "^The girl \ with the car battery walks southward.";} else if (location == Intersection_C_C) { move Battery_Girl to C_St_CW; "^The girl \ with the car battery walks southward.";} else if (location == C_St_CW) { move Battery_Girl to Intersection_C_W; "^The girl \ with the car battery walks southward.";} else if (location == Intersection_C_W) { move Battery_Girl to Willow_BC; "^The girl \ with the car battery walks eastward.";} else if (location == Willow_BC) { move Battery_Girl to Intersection_B_W; "^The girl \ with the car battery walks eastward.";} else if (location == Intersection_B_W) { move Battery_Girl to Willow; "^The girl \ with the car battery walks eastward.";} else if (location == Willow) { move Battery_Girl to Intersection_A_W; "^The girl \ with the car battery walks eastward.";} else if (location == Intersection_A_W) { move Battery_Girl to A_St_CW; "^The girl \ with the car battery walks northward.";} else if (location == A_St_CW) { move Battery_Girl to Intersection_A_C; "^The girl \ with the car battery walks northward.";} else if (location == Intersection_A_C) { move Battery_Girl to Overpass; "^The girl \ with the car battery walks eastward.";} else if (location == Overpass) { move Battery_Girl to Mall_Parking_Lot; "^The girl \ with the car battery walks eastward.";} } } ; ], has static animate transparent; Object -> Girl_Battery "girl's battery" with name "girl^s" "car" "battery", class Crowd_Battery, has static concealed; Object Baby "baby" Crowd with name "screaming" "baby", description "As babies go this one is quite cute, except for the screaming.", before [; Take, Push, Pull, Turn: "Ask you try to take the baby, \ Shiny quickly stops you. ~Stop messing around, we have more important \ things to do~."; ], has static animate concealed; Object Flame_Smoke "flames and smoke" Crowd with name "flame" "flames" "smoke", description "The flames and smoke intermingle as they jump from rooftop to rooftop.", has static concealed; Object Children "children" with name "small" "children", description "They look like they're having lots of fun.", describe [x; x = (random(4)); switch (x) { 1:"^Small children sit on the ground using spray paint like sidewalk chalk."; 2:"^Small children run around covering everything in sight with spray paint."; 3:"^Small children light spray paint cans and throw them in the air."; 4:"^Small children throw empty spray paint cans at each other.";} ], life [; Ask: switch(second) { 'spray', 'paint': "~Get your own!~"; 'crowd': "~Cool, huh?~"; } "~Shut the fuck up!~"; ], daemon [ x; x = (random(5)); if (x == 5) { if (Children in location) {if (location == Intersection) { move Children to B_St_CW; "^The children \ walk southward.";} else if (location == B_St_CW) { move Children to Intersection_B_W; "^The children \ walk southward.";} else if (location == Intersection_B_W) { move Children to Willow; "^The children \ walk eastward.";} else if (location == Willow) { move Children to Intersection_A_W; "^The children \ walk eastward.";} else if (location == Intersection_A_W) { move Children to A_St_CW; "^The children \ walk northward.";} else if (location == A_St_CW) { move Children to Intersection_A_C; "^The children \ walk northward.";} else if (location == Intersection_A_C) { move Children to A_St_MC; "^The children \ walk northward.";} else if (location == A_St_MC) { move Children to Intersection_A_M; "^The children \ walk northward.";} else if (location == Intersection_A_M) { move Children to Market; "^The children \ walk westward.";} else if (location == Market) { move Children to Intersection_B_M; "^The children \ walk westward.";} else if (location == Intersection_B_M) { move Children to B_St_MC; "^The children \ walk southward.";} else if (location == B_St_MC) { move Children to Intersection; "^The children \ walk southward.";} } } ; ], has static animate; Object -> Paint "spray paint" with name "spray" "paint" "cans" "can", description "Your typical spray paint containers, suitable for all sorts of graphitti.", before [; Take, Push, Pull, Turn: "Ask you try to take the spray paint, \ the boys quickly spray you in the chest. ~Don't try that again, you fuck.~"; ], has static concealed; Object Sidewalk "sidewalk" Crowd with name "sidewalk" "ground" "street", description "The ground is covered by glass and newspaper fragments, along with the occasional tag and spray painted pictures, mostly abstract works of chaos and destruction.", has static concealed; Object Rioters "rioters" Crowd with name "rioters", description "The meanest group of troublemakers you've ever seen.", has static animate concealed; Object Boy "boy" with name "boy", description "He looks quite dangerous for a preteen.", describe [x; x = (random(4)); switch (x) { 1:"^A boy throws CDs like frisbees into the crowd."; 2:"^A boy throws CDs up into the air."; 3:"^A boy rolls CDs down the street one after another."; 4:"^A boy spins a CD on the ground.";} ], life [; Ask: switch(second) { 'street', 'sign': "~I always wanted one!~"; 'cds', 'cd', 'music': "~They're all a bunch of sappy love pop crap.~"; } "~Get out of my way!~, he screams, running on with the crowd."; ], daemon [ x; x = (random(5)); if (x > 3) { if (Boy in location) {if (location == Intersection) { move Boy to B_St_MC; "^The boy \ with the cds walks northward.";} else if (location == B_St_MC) { move Boy to Intersection_B_M; "^The boy \ with the cds walks northward.";} else if (location == Intersection_B_M) {move Boy to Market_BC; "^The boy \ with the cds walks westward.";} else if (location == Market_BC) {move Boy to Intersection_C_M; "^The boy \ with the cds walks westward.";} else if (location == Intersection_C_M) {move Boy to C_St_MC; "^The boy \ with the cds walks southward.";} else if (location == C_St_MC) {move Boy to Intersection_C_C; "^The boy \ with the cds walks southward.";} else if (location == Intersection_C_C) {move Boy to C_St_CW; "^The boy \ with the cds walks southward.";} else if (location == C_St_CW) {move Boy to Intersection_C_W; "^The boy \ with the cds walks southward.";} else if (location == Intersection_C_W) {move Boy to Willow_BC; "^The boy \ with the cds walks eastward.";} else if (location == Willow_BC) {move Boy to Intersection_B_W; "^The boy \ with the cds walks eastward.";} else if (location == Intersection_B_W) {move Boy to B_St_CW; "^The boy \ with the cds walks northward.";} else if (location == B_St_CW) {move Boy to Behind_Computer_Store; "^The boy \ with the cds walks eastward.";} else if (location == Behind_Computer_Store) {move Boy to Street_Corner; "^The boy \ with the cds walks northward.";} else if (location == Street_Corner) {move Boy to Intersection; "^The boy \ with the cds walks westward.";} } } ; ], has static animate transparent; Object -> Cds "cds" with name "cd" "cds", description "Besides being tossed about aimlessly, they're perfectly normal CDs.", before [; Take, Push, Pull, Turn: "Ask you try to take the CDs, \ the boy quickly snatches them back up."; ], has static concealed; Object Girls "girls" with name "girls", describe [x; x = (random(4)); switch (x) { 1:"^A group of girls are walking about carrying videocameras."; 2:"^A group of girls stop and film the crowd with their videocameras."; 3:"^A group of girls huddle in a group, videocameras dangling off \ their shoulders."; 4:"^A group of girls point their videocameras at each other as they \ walk past.";} ], description "They all look quite cute, in an out-of-control sort of way.", life [; Ask: switch(second) { 'videocameras', 'cameras', 'camera', 'videocamera', 'film': "~We're making a movie! Apocalypse Now!~ They giggle."; 'videotape', 'unspooled': "~It's great for jumping, but it breaks so easily.~"; 'cyclist', 'cyclists': "~They're so photogenic!~"; 'movie', 'apocalypse', 'now': "~It's a love story, only without the love, and with lots of explosions.~"; 'love', 'story': "~You know, romance and fucking and sucking and shit.~"; 'explosions': "~The bigger, the better. Car crashes are cool, too.~"; 'car', 'crashes': "~Yeah, car crashes are so loud and smokey sexy.~"; 'fucking', 'sucking', 'smokey', 'sexy': "~Umm... you're kind of cute, but don't even go there.~"; 'loud', 'loudness': "~You know, that car crash crunch.~"; 'police': "~They've been following us all night. I think they want to be movie stars.~";} "~Is he trying to flirt with us? Ewwwww!~ They laugh and continue filming."; Kiss: "You try to kiss the girls, but Shiny pulls you away before they \ beat you senseless.";], daemon [ x; x = (random(5)); if (x > 3) { if (Girls in location) {if (location == Intersection) { move Girls to Commerce_BC; "^The girls \ walk westward.";} else if (location == Commerce_BC) {move Girls to Intersection_C_C; "^The girls \ walk westward.";} else if (location == Intersection_C_C) {move Girls to C_St_CW; "^The girls \ walk southward.";} else if (location == C_St_CW) {move Girls to Intersection_C_W; "^The girls \ walk southward.";} else if (location == Intersection_C_W) {move Girls to Willow_BC; "^The girls \ walk eastward.";} else if (location == Willow_BC) {move Girls to Intersection_B_W; "^The girls \ walk eastward.";} else if (location == Intersection_B_W) {move Girls to Willow; "^The girls \ walk eastward.";} else if (location == Willow) {move Girls to Intersection_A_W; "^The girls \ walk eastward.";} else if (location == Intersection_A_W) {move Girls to A_St_CW; "^The girls \ walk northward.";} else if (location == A_St_CW) {move Girls to Intersection_A_C; "^The girls \ walk northward.";} else if (location == Intersection_A_C) {move Girls to Overpass; "^The girls \ walk westward.";} else if (location == Overpass) {move Girls to Mall_Parking_Lot; "^The girls \ walk westward.";} } } ; ], has static animate transparent; Object -> Videocameras "videocameras" with name "videocamera" "videocameras" "camera" "cameras" "hi8", description "All of the videocameras are your typical Hi8 consumer deals, some with flip out color LCDs.", before [; Take, Push, Pull, Turn: "Ask you try to take the cameras, \ the girls run away, filming you all the way."; ], has static concealed; Object Narration_Engine "Narration Engine" has concealed static, with name "Narration" "Engine", description "none", daemon [ ; if (location.times_visited == 0) {if (location == Mainframe_Room) { "^Isabel rushes past you to the mainframe \ computer, and tries to switch it on. \ ~Shit, no one's hooked up the generator yet... Shiny, take Phone and go \ find some power for this or everything's fucked.~" ;} else if (location == Back_Of_Mall) { "^Isabel is over by the door, looking ultra-cute \ in black overalls and an Intruder Alert! t-shirt, digging \ through the satchel you gave her a few years back. As she glares at you \ briefly, she has the same look on her face as she did when you first met \ during High School - ~Who the fuck is this jerk and how can I get rid of \ him?~ Of course, she changed her tune soon enough....";} else if (location == Street_Corner) { "^The streets are filled with angry skatepunks, \ housewives and armchair athletes, who all seemed to be headed in the \ same direction - the mall, barely visible to the east. The shiny girl \ starts off in that direction, but you hesitate for a moment to take in the \ scene.^^\ In front of you are a gaggle of suburban horsepeople of the \ apocalypse carrying broomstick torches and assault rifles, past abandoned, \ screaming cars with the keys left in ignitions, and there doesn't seem to be \ a stray electron to be found.^^\ What could have caused such a massive power outage?";} else if (location == Behind_Computer_Store) { StartDaemon(Shiny); StartDaemon(Crowd); "^As your vision clears some, you notice that the streets all around you are \ filled with thousands of people, leaving a path of destruction in their wake. \ You stagger up to the banks of the stream of urban locusts, and quickly fall into \ the masses, carried along for the ride.^^\ Turning to everyone you see, you give them the full stare on, tripping on the lack \ of bio-data. No social, no DMV, no dems or financials or even a simple position \ history, they are silent strangers that have neither past nor predictable future.^^\ After a couple of minutes of bouncing from person to person, and getting \ shoved and slapped away because, a glow-in-the-dark girl carrying a car-battery \ comes up to you and says: ~What the fuck is your problem, anyway?~^^\ You try to babble something about the black white white and she frowns. \ Taking your hand, the shiny girl leads you back over near the dumpster.^^\ She sits you down against the computer store wall, and places the battery next to \ you. Hooks some jumper cables up to your thumb nodes, and gives you some \ pure DC to collect yourself. It provides 5 seconds of absolute clarity, \ enough for your OS to clean up and shut \ down properly.^^When you come to she smiles and sits down beside you, making \ sure to free the alligators before you get burned.^^\ ~Shit. Where'd you get etched, anyway? Someone sure fucked up bad.~^^\ Too happy for the recharge to take offense, you just nod and gather your \ senses.^^She then runs into the crowd and hands the battery to an eager passerby. \ As she walks back you notice that she is like a ceiling star sticker come to \ life, only sexier and with green eyes that look straight through you.^^ ~OK, I slapped you sane like I promised. \ Now do me a favor and follow me to the mall.~";} else if (location == Intersection_A_C) { "^As the masses bound towards the mall, Shiny \ heads towards the freeway offramp. ~Fuck these rioters, I know a shortcut.~";} else if (location == Commerce) { "^Shiny peaks into the computer store for a moment \ and then comes out shaking her head. ~Nothing but belly button lint left~.";} else if (location == Freeway) { "^Shiny jumps on one of the cars and dents the hood\ . ~It's sooo much easier to cross when everything's dead and buried.~ She \ climbs over the median fence and motions for you to follow.";} else if (location == Shoplifter_Trail) { "^~Everyone in the cult of five fingers \ used to use this path until they setup the security cams in the mall \ parking lot.~ Shiny frowns as she pats your shoulder. ~Oh well, no one's \ watching now.~";} else if (location == Mall_Parking_Lot) { "^As you approach Fairview Mall, toddlers \ raised on the shoulders of their parents cheer greedily as the stores are consumed \ by a sea of softball bats and shopping carts.^^The Super Circle X is the main \ attraction, and the night shift is carried out into the parking lot - a shaking, \ red mass of minimum-wage earners surrounded by ex-consumers, pleading for \ forgiveness.^^An old Chinese woman, dressed in a white nightgown and pink slippers, \ slowly approaches one of the cashiers and raises her finger angrily. ~Stop your \ whining son, and face judgement! Our day has finally come!~^^\ Before his co-workers can stop him, he rises up to face her and shouts back at \ those assembled. ~This is insane! What have we ever done to you?~^^\ Then she reaches into her purse, pulls out a pistol, and aims it right at his head. \ ~Jesus came on TV tonight and told me to seek out the mark of Satan, and wipe it \ clean from the face of the earth.~ It looks like she is pointing right at the X on \ his baseball cap, but after she pulls the trigger her accuracy doesn't matter all \ that much. His head jerks back and he slumps down to the pavement, bleeding red \ upon red.^^She stands over his body, her arm still shaking, and the crowd starts \ to back away as if suddenly broken out of a trance. She then kneels down next to \ her still twitching victim, looks skyward as if to ask for forgiveness, and turns \ the gun on herself.^^That second shot travels through every last cellular phone \ golfer and former market segment, and they all suddenly rush forward to obey the \ starting pistol to long-awaited anarchy. As the crowd runs into the mall, a woman \ picks up the dead bodies and slowly rolls them away towards the overpass in a \ shopping cart, sobbing uncontrolling as she does.^";} else if (location == Circle_X) { "^Super Circle X stores are usually one of the 9 \ wonders of the surburban world, all red neon, sweatshop clothes and checkout candy. \ Now, almost everything that wasn't bolted down to the floor is either gone, destroyed \ or in the process of being stolen. The rioters ignore you as they pick through what \ little remains.";} } ; ], ; Object Shiny "Shiny" has animate female concealed container open, with name "Shiny", shiny_mood 15, description [; "She is about as tall as you and is glowing from head to toe \ due to a dermal tint. Her clear vinyl dress only accentuates the positive."; ], life [; Ask: switch(second) { 'red', 'van', 'minivan': "~It's just a fucked up minivan, Phone. Leave it alone.~"; 'shopping', 'cart': "~The only thing shopping carts are good for is carrying \ stuff. Now leave me alone.~"; 'Isabel': "~She's your ex-girlfriend, you fuck.~"; 'promise', 'promised': "~You have friends in all sorts of places.~"; 'generator': "~Congealed dinosaurs to electrons, very convenient~."; 'gas', 'gasoline': "~If you don't know what gas is for we're all in trouble~"; 'map': "~It's a map of the city, you idiot.~"; 'chair': "~Haven't you seen a chair before?~"; 'mainframe', 'computer': "~It runs the mall, of course.~"; 'shoplifter', 'trail': "~You know, the refuge of the five-fingered discounters.~"; 'door': "~It's just a door. You know, open, close, lock, unlock.~"; 'glasses', 'pair': "~Jusk keep them on your face. You'll know soon enough.~"; 'mall', 'fairview': "~The mall is the mall.~"; 'brisco': "~They're only half as bad as Uvaco.~"; 'Uvaco': "~They've got the rudest attendants in the business. I love 'em to pieces.~"; 'crowd', 'rioters': "~Just ignore them and you'll be safe.~"; 'blue', 'blanket': "~Awwwww... everyone needs a security blanket, especially you.~"; 'battery': "~Now that all the power is off, that'll come in handy soon enough.~"; 'commerce': "~Commerce Drive used to be yuppie heaven, feeding shoppers into the \ maw of the mall.~"; 'coax', 'coaxal', 'cable': "~Personally, I prefer optical fiber, but what are you going to do?~"; 'dumpster': "~Don't obsess over garbage, Phone.~"; 'phone': "~Don't you even know your own name?~"; 'freeway': "~It'll be our way out of here, soon enough.~"; 'Susanna', 'San': "~Don't worry, she's safe.~"; 'bus', 'stop', 'bench': "~I'm afraid the busses aren't running today.~"; 'stairs', 'stairway': "~Up or down, one foot at a time works wonders.~"; 'security', 'gate': "~Looks pretty solid to me.~"; 'circle', 'x': "~It's the most fucking evil store in the world.~"; 'sculpture': "~I wouldn't want to meet the artist in a darkened alley.~"; 'police', 'cop': "~Ignore him. He's just in it for the overtime pay.~"; 'cd', 'cds': "~I don't want that shit. I hate love pop, too.~"; 'girls', 'girl': "~We don't have time to follow your dick.~"; 'power': "~It's off thanks to Frisbee.~"; 'national', 'united': "~Ah, the Hitler of banks.~"; 'cxnu': "~Like peanut butter and chocolate all mashed together, only without the taste.~"; 'frisbee': "~If you have to ask, I don't have to tell.~"; 'dermal', 'tint', 'shine': "~Neat, huh? Sure saves on the flashlight batteries.~"; 'clear', 'vinyl', 'dress': "~The way I figure it, if you got something to see, let people look.~"; 'her', 'real', 'name': "~As if I'm going to tell you!~"; 'twirl', 'twirls', 'twirling': "~Anarchy has a way of making me want to dance.~"; 'finger': "~Yeah, it's for you, you fuck.~"; 'hug': "~As if you didn't want me to.~"; 'copier': "~What, you want me to sit on it or something?~"; 'movie', 'theater', 'theatre', 'cinema': "~They never show anything I want to see.~"; 'universal', 'key': "~This can unlock anything you throw at it, figuratively speaking.~"; } Answer,Order: print_ret "^She doesn't answer."; Kiss: "^You give Shiny a kiss. She slaps you."; Attack: "^Don't even think about it."; Show: print_ret "^She looks at ", (the) noun, "."; Give,ThrowAt: if (noun == paper) { move noun to Shiny; "^You give ", (the) noun, " to her and she looks at it then frowns.";} else "She just examines ", (the) noun, " with a quizzical expression, and then returns it."; ], react_after [; Insert: print "~Why are you putting ", (name) noun, " in ", (name) second, "?~ Shiny asks.^^"; Enter: if (noun == Minivan) print "~Planning on taking a drive?~ Shiny says.^^"; else print "~Get out of that ", (name) noun, " and let's get \ going,~ Shiny says.^^"; Take, Remove: if (noun == blanket) print "~A ", (name) noun, "? Need some extra security?~ \ Shiny laughs.^^"; else if (noun == glasses) print "~Those glasses are special, don't loose them,~ Shiny says.^^"; else print "~I guess a ", (name) noun, " could come \ in handy,~ Shiny says.^^"; ], before [; Take: "^She doesn't budge."; ], daemon [ x; x = (random(10)); move Shiny to location; location.times_visited = location.times_visited + 1; self.shiny_mood = self.shiny_mood + x - location.distance - location.times_visited; if (location == Back_Of_Mall) { StartDaemon(Isabel);} switch (self.shiny_mood) { 1: "^Shiny gives you the finger."; 2: "^~Circle X sucks,~ says Shiny."; 3: "^~Isabel said you'd be annoying,~ says Shiny."; 4: "^~We have to find Isabel,~ says Shiny."; 5: "^Shiny frowns."; 6: "^Shiny gives you a mean look."; 7: "^Shiny stares at you."; 8: "^Shiny turns away for a moment."; 9: "^Shiny looks up."; 10: "^Shiny looks around slowly"; 12: "^Shiny looks in her pockets."; 13: "^Shiny walks around aimlessly"; 14: "^Shiny twirls in place."; 15: "^Shiny smiles at you"; 16: "^Shiny laughs at you"; 17: "^Shiny looks at you."; 18: "^Shiny waves at you."; 19: "^Shiny walks closer to you."; 20: "^Shiny gives you a pat on the shoulder."; 21: "^Shiny gives you a hug."; 22: 23: 24: } ; if (self.shiny_mood < 1) self.shiny_mood = 15; if (self.shiny_mood > 25) self.shiny_mood = 15; switch (location.times_visited) { 1: 2: "^~Follow me,~ says Shiny."; 3: "^~Are you alright?~ Shiny asks."; 4: "^~We need to get out of here,~ says Shiny."; 5: "^~Please hurry up,~ says Shiny."; 6: "^~I'm not waiting for you much longer,~ says Shiny."; 7: "^~What are you doing?~ says Shiny."; 8: "^~I'm not here to play any games,~ says Shiny, ~we must leave now.~"; 9: "^~Come on, lets go!~ says Shiny."; 10: "^~I don't believe this,~ says Shiny."; 11: "^~Are you even listening to me?~ asks Shiny."; 12: "^~Please believe me, you are in great danger,~ says Shiny."; } ; ]; Object Shiny_Dress "clear plastic dress" Shiny with name "clear" "plastic" "dress", description "A clear, plastic dress, form fitting with a large fringe.", has static concealed; Object Isabel "Isabel" has animate concealed female, with name "Isabel", activate [; location = Back_Of_Mall; StartDaemon(self); ], describe [x; x = (random(10)); switch (x) { 1:"^~Looking for Susanna, huh?~ she says. ~Don't worry, she's safe.~"; 2:"^~Don't you dare talk to me, Phone,~ says Isabel."; 3:"^~I don't even want to hear it, Phone,~ says Isabel."; 4:"^~Why did Shiny have to save your ass?~ asks Isabel.";} ], description [; "She is even more beautiful than you remember, and aparently far angrier \ than the day she left."; ], life [; Ask,Answer,Order: print_ret "^She doesn't answer."; Kiss: "^You give Isabel a kiss. She slaps you."; Attack: "^Don't even think about it."; Show: print_ret "^She looks at ", (the) noun, "."; Give,ThrowAt: if (noun == paper) { move noun to Isabel; "^You give ", (the) noun, " to her and she looks at it then frowns.";} else "She just examines ", (the) noun, " with a quizzical expression, and then returns it."; ], before [; Take: "^She doesn't budge."; ], daemon [ x; move Isabel to location; if (location == Back_Of_Mall) { StartDaemon(self); return; } x = (random(25)); switch (x) { 1: "^Isabel looks around slowly"; 2: "^Isabel laughs at you"; 3: "^Isabel looks up."; 4: "^Isabel walks around aimlessly"; 5: "^Isabel looks in her pockets."; 6: "^Isabel smiles at you"; 7: "^Isabel frowns."; 8: "^Isabel turns away for a moment."; 9: "^Isabel gives you the finger."; 10: "^~Please hurry up,~says Isabel."; 12: "^~Be useful for once and stay out of my way,~ says Isabel."; 13: "^~Shiny will take care of you,~ says Isabel."; 14: "^~I can't say I'm glad to see you,~ says Isabel."; 15: "^~We need to get the mainframe on,~ says Isabel."; 16: "^~What are you doing?~ says Isabel."; 17: "^~Are you even listening to me?~ asks Isabel."; 18: "^~We need a generator for the mainframe,~ says Isabel."; 19: "^~I'm not waiting for you much longer,~ says Isabel."; 20: "^~Don't even look at me, Phone,~ says Isabel."; } ]; Statusline time; [ Initialise; notify_mode = false; SetTime (1070, -2); location = Behind_Dumpster; give player light; move Universal_Key to Paper; move Shopping_Cart to Street_Corner; move Shiny to Behind_Computer_Store; move Narration_Engine to Street_Corner; StartDaemon(Narration_Engine); move Isabel to Back_Of_Mall; move Crowd to Street_Corner; move Boy to Street_Corner; StartDaemon(Boy); move Children to Intersection; StartDaemon(Children); move Young_Woman to Intersection_C_W; StartDaemon(Young_Woman); move Girls to Intersection; StartDaemon(Girls); move Battery_Girl to Intersection_C_M; StartDaemon(Battery_Girl); move Gun_Girl to Commerce; StartDaemon(Gun_Girl); move Cyclists to Intersection_C_W; StartDaemon(Cyclists); move Police_Officer to Willow_BC; StartDaemon(Police_Officer); StartDaemon(Mainframe); print "^^You wake up data blind, deaf and dumb due to a car-alarm symphony \ conducted by apocapunks. Your head feels totally thwapped, \ like you swallowed one too many junk-obs, but when you try \ to clean your cache all that comes forth is static.^^\ In fact, you can barely even see, hear or feel anything except \ an all pervasive numbness, like drowning in a sea of modem snow.^^\ Memories are jumbled and indistinct, except crawling across the leafy sidewalk \ behind a dumpster after it happened...a big throbbing rip and black \ nothing then white white white...^^\ Your OS has crashed and infoskin gone cold; glasses missing and circuit \ clothes dead. 4 years wired erased in a nanosecond.^^\ You find enough strength to stand up, but you feel like you're using invisible, \ shaky crutches. The dumpster provides support as your \ try to get your bearings....^^^"; ]; Include "Grammar"; end;